bryanedds / Nu

Repository hosting the open-source Nu Game Engine and related projects.
MIT License
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Use the imposter-specific frustum for rendering imposters. #650

Closed bryanedds closed 7 months ago

bryanedds commented 9 months ago

We need them to be cut off at the imposter near plane properly so they blend in and out with their non-imposter sibling as intended.

bryanedds commented 7 months ago

Similarly, it looks like we need to pass in a different projection for exterior entities as well so that they roll out rather than pop out.

bryanedds commented 7 months ago

Interior entities will use the same projection as the exterior entities since they are intended to disappear via occlusion rather than rolling out.

bryanedds commented 7 months ago

Hmm... if we do this the naive way by passing a different projection, that will screw up the depth value when combined with objects using the existing project. Instead, looks like we'll need to pass a fragment depth max value.

bryanedds commented 7 months ago

Or perhaps it would be more efficient if some sort of depth stenciling could be used?