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IECoreGL::Selector : Camera-space depth sampling #1404
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ericmehl
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Feb 2, 2024
ericmehl
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Feb 2, 2024
johnhaddon
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Feb 5, 2024
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Thanks John! I fixed the issues you pointed out and ready for a new look. |
Thanks Eric, LGTM. Could you squash down and merge please? Then we can get a release out so you can update your Gaffer PR... |
Previously, we were using OpenGL's depth buffer to sample depths. OpenGL stores depth samples in a quasi-NDC space range [0.0, 1.0]. This must then be converted to camera-space using a series of multiplication and additions, which accumulate floating point error. The end result can have significant error, especially when clipping planes are set far apart. This solution uses `geometryP` output from vertex shaders to get the camera-space Z value without precision-reducing floating point operations.
Squashed! |
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In ImageEngine/cortex#1404, we added this output to get un-normalized depth values for greater accuracy, so it is needed by the `StandardStyle` fragment shader as well.
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In ImageEngine/cortex#1404, we added this output to get un-normalized depth values for greater accuracy, so it is needed by the `StandardStyle` fragment shader as well.
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In ImageEngine/cortex#1404, we added this output to get un-normalized depth values for greater accuracy, so it is needed by the `StandardStyle` fragment shader as well.
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In ImageEngine/cortex#1404, we added this output to get un-normalized depth values for greater accuracy, so it is needed by the `StandardStyle` fragment shader as well.
ericmehl
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Feb 23, 2024
In ImageEngine/cortex#1404, we added this output to get un-normalized depth values for greater accuracy, so it is needed by the `StandardStyle` fragment shader as well.
ericmehl
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In ImageEngine/cortex#1404, we added this output to get un-normalized depth values for greater accuracy, so it is needed by the `StandardStyle` fragment shader as well.
ericmehl
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In ImageEngine/cortex#1404, we added this output to get un-normalized depth values for greater accuracy, so it is needed by the `StandardStyle` fragment shader as well.
ericmehl
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In ImageEngine/cortex#1404, we added this output to get un-normalized depth values for greater accuracy, so it is needed by the `StandardStyle` fragment shader as well.
ericmehl
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In ImageEngine/cortex#1404, we added this output to get un-normalized depth values for greater accuracy, so it is needed by the `StandardStyle` fragment shader as well.
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Previously, we were using OpenGL's depth buffer to sample depths. OpenGL stores depth samples in a quasi-NDC space range [0.0, 1.0]. This must then be converted to camera-space using a series of multiplication and additions, which accumulate floating point error. The end result can have significant error, especially when clipping planes are set far apart.
This solution uses
geometryP
output from vertex shaders to get the camera-space Z value without precision-reducing floating point operations.Checklist