通过使用深度缓冲,对象可得到正确的渲染。
在做一些阅读,对于渲染我最好的办法是使用深度缓冲区。
After doing some reading, my best bet for deferred rendering is to use a depth buffer.
如果Z缓冲不能被以纹理的方式访问,那么深度将在额外的渲染处理中被使用着色器替代技术渲染。
If Z buffer can't be accessed as a texture, then depth is rendered in additional rendering pass, using shader replacement.
深度纹理对应于Z缓冲区所渲染的内容,它并不使用片段程序所输出的结果。
Depth texture corresponds to Z buffer contents that are rendered, it does not use the result from the fragment program.
当你使用多个相机时,每一个都将自己的颜色和深度信息存储在缓冲区中,还将积累大量的每个相机的渲染数据。
When you are using multiple Cameras, each one stores its own color and depth information in buffers, accumulating more data as each Camera renders.
精度通常是24位或16位,这主要取决于所使用的深度缓冲区。
Precision is usually 24 or 16 bits, depending on depth buffer used.
呈现将更简单,因为深度或渲染顺序不一样重要你会使用z缓冲来解决你的问题。
Your rendering will be simpler because depth or render order isn't as critical as you would use z-buffering to solve your issues.
呈现将更简单,因为深度或渲染顺序不一样重要你会使用z缓冲来解决你的问题。
Your rendering will be simpler because depth or render order isn't as critical as you would use z-buffering to solve your issues.
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