whats the fastest method of writing depth info into a texture WRT texture data saying if u write the depthfragment or not?
ie if the textures alpha is 0.0 then dont write depth
if its 1.0 then write depth
ta zed
whats the fastest method of writing depth info into a texture WRT texture data saying if u write the depthfragment or not?
ie if the textures alpha is 0.0 then dont write depth
if its 1.0 then write depth
ta zed
GL_ALPHA_TEST.
Or do you mean still render the color but not the depth on those fragments?
no only the depth (this is for a depth texture)
ALPHA TEST would be ideal but
the problem with ALPHA_TEST is i believe it disables early depth rejection thus is slow (1/2 speed) or is this wrong?
>> problem with ALPHA_TEST is i believe it disables early depth rejection thus is slow
Thinking about it, there is quite a lot of optimization can’t do if you need to access texture data for writing depth …
Originally posted by zed:
ALPHA TEST would be ideal but
the problem with ALPHA_TEST is i believe it disables early depth rejection thus is slow (1/2 speed) or is this wrong?
It will be disabled regardless if you use alpha test, kill the fragment in the shader or modify the depth in the shader. I don’t see any other way to solve the problem so I’m afraid you’re out of luck. But it may not be that bad if you don’t have a lot of overdraw or only use do this for a subset of the rendering.
so it looks like i stick to what i already have i was hoping for some trickery
anyways thanks guys