01-04-2015 01:55 AM
glEnable(GL_DEPTH_CLAMP);In Direct3D 10 and above, set DepthClipEnable to false in the rasterizer state, for example:
D3D11_RASTERIZER_DESC rs;
memset(&rs, 0, sizeof(rs));
rs.AntialiasedLineEnable = true;
rs.CullMode = D3D11_CULL_BACK;
rs.DepthClipEnable = false;
rs.FillMode = D3D11_FILL_SOLID;
Rasterizer = NULL;
Device->CreateRasterizerState(&rs, &Rasterizer.GetRawRef());
01-04-2015 06:30 PM
01-06-2015 01:52 AM
"2EyeGuy" wrote:
A more complicated solution is to use the depth buffer differently, like this:
http://outerra.blogspot.com.au/2012/11/maximizing-depth-buffer-range-and.html
01-06-2015 02:38 PM
01-06-2015 11:25 PM