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WebgL2: the case for Reversed Depth Range #2197

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Kuranes opened this issue Dec 8, 2016 · 1 comment
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WebgL2: the case for Reversed Depth Range #2197

Kuranes opened this issue Dec 8, 2016 · 1 comment

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@Kuranes
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Kuranes commented Dec 8, 2016

Reversed depth range is a great feature allowing for much better zbuffer precision.

In practice it means less z-figthing, better ssao, better shadow map, better screen space raytrace, etc.

(linked issue #543 (comment))

@Kuranes
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Kuranes commented Dec 8, 2016

(reversed depth trick need in fact desktop OpenGL widely-supported ARB_clip_control extension (now also core in OpenGL 4.5 as glClipControl). Unfortunately, in GL ES you're out of luck.)

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