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by wk_end
746 days ago
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Thanks - this is much clearer than the original article, which somehow never actually defines "reverse Z" before going on and on about it. Why is it that most things you render are far away rather than close? I guess I'd expect the opposite, at least depending on what you're rendering. And I'd also assume you'd want better visual fidelity for closer things, so I find this a little counter-intuitive. Are there certain cases where you'd want "regular Z" rather than "reverse Z"? Or cases where you'd want to limit your Z to [0, 0.5] instead of [0, 1]? |
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