Finxed rendering issues due to reversed depth

This commit is contained in:
dexy 2019-12-01 20:47:16 +11:00
parent 442d623302
commit 755477590d
7 changed files with 6 additions and 6 deletions

View File

@ -196,8 +196,8 @@ namespace CodeWalker.World
float my = MouseY;
ViewProjMatrix = Matrix.Multiply(ViewMatrix, ProjMatrix);
ViewProjInvMatrix = Matrix.Invert(ViewProjMatrix);
MouseRayNear = ViewProjInvMatrix.MultiplyW(new Vector3(mx, my, 0.0f));
MouseRayFar = ViewProjInvMatrix.MultiplyW(new Vector3(mx, my, 1.0f));
MouseRayNear = ViewProjInvMatrix.MultiplyW(new Vector3(mx, my, 1.0f));
MouseRayFar = ViewProjInvMatrix.MultiplyW(new Vector3(mx, my, 0.0f));
MouseRay.Position = Vector3.Zero;
MouseRay.Direction = Vector3.Normalize(MouseRayFar - MouseRayNear);
if (IsMapView || IsOrthographic)

View File

@ -35,7 +35,7 @@ VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID)
float3 ipos = input.Position.xyz * 0.25f;
float3 opos = ipos + npos - CameraPos.xyz;
float4 cpos = mul(float4(opos, 1), ViewProj);
cpos.z -= 0.01; //bias paths depth slightly to bring it in front of normal geometry...
cpos.z *= 1.01; //bias paths depth slightly to bring it in front of normal geometry...
output.Position = cpos;
output.Colour = ((float4)1) * LightColour.a; //apply intensity

View File

@ -36,7 +36,7 @@ VS_OUTPUT main(uint id : SV_VertexID)
float3 opos = pos - CameraPos.xyz;
float4 cpos = mul(float4(opos, 1), ViewProj);
cpos.z -= 0.01; //bias paths depth slightly to bring it in front of normal geometry...
cpos.z *= 1.01; //bias paths depth slightly to bring it in front of normal geometry...
output.Position = cpos;
output.Colour.rgb = col.rgb * LightColour.a; //apply intensity
output.Colour.a = col.a;

View File

@ -28,7 +28,7 @@ VS_OUTPUT main(VS_INPUT input)
float3 opos = pos - CameraPos.xyz;
float4 cpos = mul(float4(opos, 1), ViewProj);
cpos.z -= 0.01; //bias paths depth slightly to bring it in front of normal geometry...
cpos.z *= 1.01; //bias paths depth slightly to bring it in front of normal geometry...
output.Position = cpos;
output.Colour.rgb = col.rgb * LightColour.a; //apply intensity
output.Colour.a = col.a;

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