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(SOLVED) Is (gl_FragCoord.z / gl_FragCoord.w) a valid depth formula?
Looking at this tutorial, I noticed an interesting little calculation to get per-fragment depth from the camera.
float z = gl_FragCoord.z / gl_FragCoord.w;I find this works for me, and that it appears to be fairly accurate in terms of distance.
Now, certain other people are very very certain that this is not a valid way to get depth /distance from the camera.
Can anyone shed any light onto the following:
(a) Whether this is in fact a valid and accurate way to get depth;
(b) How the mathematics behind it work.
Last edited by Nick Wiggill; 12-05-2012 at 07:20 AM.
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