2015-06-17 11:57 GMT+02:00 Stefan Dösinger stefandoesinger@gmail.com:
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Am 2015-06-17 um 11:36 schrieb Henri Verbeet:
Do we really need this? It almost feels nicer to just pass "end - start" to the shader and handle the division there, or perhaps even just pass "start".
I like the idea of calculating this once per draw rather than once per fragment. I did notice a performance difference when I wrote ba61730daa6a614ef07128a69a0bbca819e716b4, although it was only visible in a test application I wrote for World of Tanks performance, not in a real world game.
Yeah, that was the reasoning for passing scale instead of start to the shader (actually I used start in my initial implementation of the fog emulation).
I think Matteo's patch comment should be put inside the code to explain why the explicit check and INFINITE are there.
That's a good idea.
I don't know of any specific application requiring this right now. I guess I can defer resending the patch in any form until (and if) we get any indication that this is a problem.