That only has to do with the shading model of the triangles.Originally posted by marco:
Do you use GL_SMOOTH or GL_FLAT? I'm not sure if its important.
-SirKnight
That only has to do with the shading model of the triangles.Originally posted by marco:
Do you use GL_SMOOTH or GL_FLAT? I'm not sure if its important.
-SirKnight
-SirKnight
That error amount of 0.0019 is awfully suspicious. What happens when you use values that can only be represented as unclamped floats (say, 1000)? In other words, are you sure you're getting some sort of float representation all the way through?Originally posted by CppInterpreter:
when I set the result of vertex processor as a color (0.5,0,0,0.5), the value i get from the float p-buffer is something as (0.5019,0,0,0.5019).
I tought that it has to do with the interpolation of the values in the rasterizer(the varyings). smooth mean interpolations, flat not. How do it the fixed pipeline?Originally posted by SirKnight:
That only has to do with the shading model of the triangles.Originally posted by marco:
Do you use GL_SMOOTH or GL_FLAT? I'm not sure if its important.
-SirKnight