2011/1/31 Stefan Dösinger stefandoesinger@gmx.at:
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Am 31.01.2011 um 15:57 schrieb Henri Verbeet:
On 31 January 2011 15:45, Stefan Dösinger stefandoesinger@gmx.at wrote:
If we change the shader code to write gl_ClipVertex and result.clip before applying the y inversion then we should be able to avoid this. That should also make it more compatible to fixed function vertex processing - here the clipping is performed before the projection matrix is applied.
Wouldn't it still have to be after the half-pixel offset is applied though?
That's what I am not sure about, but my gut feeling says no. In the ffp pipeline clipping wrt user clip planes is done in eye coordinates, so the half pixel offset should have no effect on it. I see no reason why it shouldn't work with shaders in the same way.
The attached patch should follow your idea, does it look right? FWIW, I can't see any 1-pixel offset in The Sims 3 with this patch. Yes, I know that's not how it should be tested...
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