I have been told that the values contained within the z-buffer are the result of a non-linear (possibly hyperbolic or logarithmic) transformation.
What is the formula to obtain the z buffer values from normalized device coordinates?
I have been told that the values contained within the z-buffer are the result of a non-linear (possibly hyperbolic or logarithmic) transformation.
What is the formula to obtain the z buffer values from normalized device coordinates?
Here’s the synopsis:
http://www.cs.unc.edu/~hoff/techrep/openglz.html
This applies if you create your frustum using the glFrustum call.
If that works dorbie I could kiss you, we’ve been looking for the non-linear normalization for days.
Thanks,
Colby