pixio
05-01-2001, 06:30 AM
In my application I need to do multiple passes. What is the correct setup for the depth-buffer to accomplish this, with correct hidden-surface elimination?
Im using GL_LEQUAL in the first pass, and GL_EQUAL in the following passes, enabling the depth mask only on the first pass.
It works well on a Radeon, and in a TNT2. But it doesn't look good on Microsoft Generic GDI driver, worst on the Matrox driver for a G200 card.
In the Microsoft case, I realized that if using a dummy transparent texture for the first pass, with the same mig/mag filters,
the problem was solved: Seems that this way the driver is forced to use the same interpolator so the depth values are the same.
Is there a better approach, that trusting in the well-behavior of the triangle interpolator?
Thanks in advance.
Im using GL_LEQUAL in the first pass, and GL_EQUAL in the following passes, enabling the depth mask only on the first pass.
It works well on a Radeon, and in a TNT2. But it doesn't look good on Microsoft Generic GDI driver, worst on the Matrox driver for a G200 card.
In the Microsoft case, I realized that if using a dummy transparent texture for the first pass, with the same mig/mag filters,
the problem was solved: Seems that this way the driver is forced to use the same interpolator so the depth values are the same.
Is there a better approach, that trusting in the well-behavior of the triangle interpolator?
Thanks in advance.