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Hi, We are working in a world with 2 ships that are very far away from each other. The ships have a water trail attached like in Oil Platform sample and also each ship has a dummy camera which follows it. In first place, when we switch between cameras there is a strange behaviour as it can be seen in these images: This trail comes from the position where the ship 1 was before switching to ship 2 camera, to the position where the ship 1 is when returning to ship 1 camera. This behaviour does not happen when ships are close to each other. Any tip of why is this happening and
Hi all, I'm doing a post processing effect where I need to do dept testing so that effect is not applied infront of objects that are very close to the camera. In the fragment shader I'm using 'deferred_depth' texture and 'getDeferredDepth()' function to get the depth value. This works fine for smaller far/near (near: 1, far: 100). However I need a bgger value for far clipping plane and it seems the precision I get from 'deferred_depth' is pretty low. How can I get better precision? Is z-buffer available as a texture? Can I enable depth test in the post shader (set SV_DEPT