scud fog and los position

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Re: scud fog and los position

Postby HarryTuttle » Sat Jan 13, 2018 1:49 pm

Ian wrote:Either there is a 1 frame lag between reading values and working out the depth value, or the hardware does a pre depth pass of all the geometry.

I believe that's the second, which would be useful also for transparent polygon sorting. I think it tests for any occluding geometry (which returns los value, with polygon bit noLosReturn unset) in that point. Then skips rendering a particular viewport or node. The fog itself is a viewport attribute and the lens flare is made of transparent textured quads.
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Re: scud fog and los position

Postby Ian » Sat Jan 13, 2018 1:59 pm

I totally forget about the no loss return poly attribute :) will do some testing with that.
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