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by omoikane
776 days ago
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I like how they pay attention to backward compatibility, particularly with "Reverse Z for the depth buffer" in the linked blog post[1]: 1. I'm sorry we broke your shader.
2. I trust you know how to fix your shader.
3. We promise not to break your shader again by changing the definition of clip space anytime soon.
[1] https://godotengine.org/article/introducing-reverse-z/ |
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