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近截面我设置的0.1,不应该这么快就把物体截掉了
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` fn applyLogarithmicDepth( clipPosition: vec4, logarithmicDepthConstant: f32, perspectiveFarPlaneDistance: f32) -> vec4 { let z = ((2.0 * log((logarithmicDepthConstant * clipPosition.z) + 1.0) / log((logarithmicDepthConstant * perspectiveFarPlaneDistance) + 1.0)) - 1.0) * clipPosition.w;
return vec4<f32>(clipPosition.x,clipPosition.y,z,clipPosition.w); }`
顶点shader过了一遍这个就会出现这种情况clipPosition是member,logarithmicDepthConstant传的near,perspectiveFarPlaneDistance传入的far
应该还是截面深度不够导致的
具体问题还是没有对数深度缓冲区导致的
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Bug描述
近截面我设置的0.1,不应该这么快就把物体截掉了
The text was updated successfully, but these errors were encountered: