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DS development > depth test equal and w buffering

#159640 - elhobbs - Thu Jul 03, 2008 2:22 pm

is it possible to use the equal depth test without using GL_WBUFFERING for glFlush? if I use GL_WBUFFERING then I have issues with z fighting but if I do not use it then the equal depth test does not work. I would like to use the equal depth test but I do not want the z fighting artifacts. any ideas?

#159647 - silent_code - Thu Jul 03, 2008 2:46 pm

Most games seem to offset overlayed geometry, when using multiple passes or decals. E.g. in Dementium - The Ward, you will often see slightly floating decals when close to them and especially when they are on / close to edges, you'll see the offset is actually quite visible!

Otherwise, I haven't used the equal test, yet, so I'm not much of a help. Sorry. :^/
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