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[PROPOSAL]: Cleaner edges also for non-logarithmic depth buffer #1792

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tmarti opened this issue Jan 24, 2025 · 2 comments
Open

[PROPOSAL]: Cleaner edges also for non-logarithmic depth buffer #1792

tmarti opened this issue Jan 24, 2025 · 2 comments
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@tmarti
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tmarti commented Jan 24, 2025

I did some tests and I think that after merging #1788 now edges are rendered in a much nicer way when log. depth buffer is enabled than when it is not!

@xeolabs, Would you be interested in introducing the gradient technique also when log. depth buffer is not enabled?

The main changes I see that would be needed and could impact performance is to propagate the Z value from the vertex shader into the fragment shader, and the calculation of dxf and dxdy from the fragment shader.

Other than this the change is conceptually very easy 🙂

@tmarti tmarti added the question Further information is requested label Jan 24, 2025
@xeolabs
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xeolabs commented Jan 24, 2025

Hi Toni!
Yes I think it would be good to use the gradient technique in non-log depth mode. The performance hit is OK, because users often use FastNavPlugin to hide edges while moving the viewpoint.

@pbbr
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pbbr commented Mar 13, 2025

@tmarti This would be a very nice improvment too and could be interesting regarding performance compared to the log. depth buffer. Do you already have a draft implementation of this which you can share?

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