Problem: The color of fetched depth texture is with very poor contrast.
Reason and Solution:
In depth texture fetching pass, projection transformation parameters DO effect the result.
In my approach, here are two situations according to two different
Z-Nears for the perspective projection transformation function:
gluPerspective(GLfloat FOV, GLfloat aspect,
GLdouble zNear, GLdouble zFar);
By following results, it can be inferred that z-near DOES take effect on result of the fetched depth texture.
Usually zNear = 2.0f would be enough for distinguishing different colors(actually the gray color represents depth).
First comes the original teapot scene:
/**********************************************************************************************************************************************/
Then zNear = 1.0f:
/**********************************************************************************************************************************************/
Finally Comes zNear = 6.0f:
本文探讨了在深度纹理获取过程中对比度不佳的原因,并通过解析透视投影变换参数的影响,提出了两种不同z近值情况下对结果的影响分析。通常情况下,zNear设置为2.0足以区分不同颜色,但其确实影响深度纹理的呈现效果。
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