Comments (6)
Thanks for the bug report. I am investigating this now. Seems to be related to the ping-ponging happening in LineariseDepthTechnique::bindResources. Will update this once I have more info/fixed.
from bell.
Thanks for the bug report. I am investigating this now. Seems to be related to the ping-ponging happening in LineariseDepthTechnique::bindResources. Will update this once I have more info/fixed.
Could you tell me whats the purpose of LineariseDepthPass?
from bell.
Commit 3530151 should fix this validation error the wrong mips levels where being bound. Can you please confirm this fixes for it for you?
The purpose of the linear depth pass is to linearise (map from non-linear reverse (1-0] gbuffer depth to a linear (0-1] and create a linear conservative mip hierarchy). If you have any other questions about the renderer I'd be happy to answer them over email.
from bell.
Commit 3530151 should fix this validation error the wrong mips levels where being bound. Can you please confirm this fixes for it for you?
The purpose of the linear depth pass is to linearise (map from non-linear reverse (1-0] gbuffer depth to a linear (0-1] and create a linear conservative mip hierarchy). If you have any other questions about the renderer I'd be happy to answer them over email.
Thank you. I will. you are so kind.
from bell.
After the fix, it's ok now. But when the occlusion culling is on, the screen is flickeing.
from bell.
Thanks for checking.
There are probably still some bugs left in the implementation (hence it is marked experimental). I'm happy to merge pull requests for fixes or I'll get round to looking at it again at some point. Marking this issue as closed as the original validation error is now fixed.
from bell.
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from bell.