Files
filament/libs
Pixelflinger 13cfad43b7 Use "inverted-Z" depth buffer
This significantly improve the depth-buffer resolution utilization
through the near-infinity range on Metal and Vulkan.

On OpenGL, this benefit is only seen when glClipControl is available.

The user-facing clip plane is unchanged [-1,1], the conversion
happens in filament's vertex shaders.


The bulk of this change consists in:

- invert the clip space's z in the vertex shader
- clear the depth buffer with 0
- invert all depth function comparisons
- fix all screen-space effects, e.g. ssao, DoF
- fix shadows and shadow biases
- use floating-point depth
- add a driver API to query which clip-space is used
- add glClipControl support to the gl backend
2020-09-01 09:46:46 -07:00
..
2020-08-22 11:57:58 -07:00
2020-09-01 09:46:46 -07:00
2020-08-19 10:56:48 -07:00
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2020-07-22 14:02:49 -07:00
2020-06-04 15:17:08 -07:00