Vladimir Sabantsev Posted October 4 Posted October 4 I suspect that there is an issue with cameras render order when using cubemap as a depth attachment. The output from my demo project may vary depending on how lucky am I while executing it. Normal (but one with a sharp eye may notice a frame with the floor and ceiling being lit wile the walls have already disappeared): Unlucky (highly visible issues on the wall): I can send out the project for debugging on request, but currently my theory is the following: 1 1 Quote
Vladimir Sabantsev Posted Tuesday at 04:04 PM Author Posted Tuesday at 04:04 PM While revisiting this issue in my head today, I have learned after a small research that a geometry shader allows to render into different texture layers with different projection matrices using gl_Layer. May it actually worth putting additional overhead of geometry shader invocation in order to fit cubemap (or cubemap array) rendering into one pass? 1 Quote
Josh Posted Tuesday at 04:07 PM Posted Tuesday at 04:07 PM There is a special extension that does this. Geometry shaders are usually very bad for performance. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
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