constructive solid geometry
Hi all!
anybody worked with constructive solid geometry? on opengl.org, there's an article and from there You may see that the depth buffer is being "spoiled" i.e. there exist pixels, where the depth fragment corresponds to the surface invisible in the color buffer... but i need a precise algorithm to receive correct depth buffer values, however can't point it out yet - i thought of... ok, i'll better hear your versions first :)
thanks in advance :)
C++ RULEZ!!! :)
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