I also recommend using the Triton height map support to make the shorelines
look better. It will fade out the ocean geometry as the bathymetry slopes
up towards sea level.
Logarithmic depth buffer is handy for various Triton use cases. If you go
that route, remember to also reduce your near/far ra
Hi Mike,
On 2 September 2015 at 16:09, Mike Greene wrote:
> Having problems with Z-fighting when using a very large terrain database
> and mixing it with Triton ocean - seeing lots of z-fighting along the coast
> line where the water and the terrain depths are nearly the same. I can
> alleviate
Hi Mike,
http://sundog-soft.com/sds/2015/06/using-an-opengl-logarithmic-depth-buffer-in-silverlining-and-triton/
It will help alot with high z-ranges, but I had trouble inverting the
function in my deferred pipeline, so I cannot use it right now.
Initial tests however yielded great results.
H
Hi Mike,
have you tried using of height map with Triton? I am aware of the same
issue and considering logarithmic depth buffer ... Suggested by Frank
Nick
On Wed, Sep 2, 2015 at 5:09 PM, Mike Greene wrote:
> Having problems with Z-fighting when using a very large terrain database
> and mixing
Having problems with Z-fighting when using a very large terrain database and
mixing it with Triton ocean - seeing lots of z-fighting along the coast line
where the water and the terrain depths are nearly the same. I can alleviate the
problem by reducing the near/far clip boundaries, but this is
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