Depth Buffer issues

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Weirdness
Posts: 3
Joined: 06 Jun 2015, 09:34

Depth Buffer issues

Post by Weirdness » 07 Dec 2015, 13:10

So I don't know if this is the right place, but I hope it is.

In the previous development builds (OSG), I would use reshade to add in extra effects that the engine currently can't support (AO, DoF, etc.) and it worked perfectly. However, after trying out the 0.37 release I've noticed that the depth buffer access has changed a little. When in third person view there doesn't seem to be any issues, but in first person it's completely non-existent.

I've attached some screenshots showing what I'm talking about.

Third person:
http://i.imgur.com/UmadiKW.png
First person:
http://i.imgur.com/gmBOs6z.png

Hopefully it's not too much trouble to fix this. Thanks in advance anyway.

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scrawl
Posts: 2152
Joined: 18 Feb 2012, 11:51

Re: Depth Buffer issues

Post by scrawl » 07 Dec 2015, 14:28

That is to be expected. We clear the depth buffer before rendering the first person view. https://bugs.openmw.org/issues/1612

We could change up the implementation if we need to support depth buffer effects. E.g. render first person to a separate render target and then merge it with the framebuffer. Or use glPolygonOffset. I'm not sure.

Weirdness
Posts: 3
Joined: 06 Jun 2015, 09:34

Re: Depth Buffer issues

Post by Weirdness » 07 Dec 2015, 14:57

Thanks for the quick reply. Hopefully it makes a return in a future version, but no pressure as I know there's much more important issues at the moment.

Thanks again!

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