How Much Is 20 Eur When rendering two overlapping co planar surfaces a common issue is z fighting where the renderer can t decide which of the two surfaces is closer to the camera giving visual artifacts
I ve noticed that when two polygons are rendered with the exact same vertex positions z fighting does not occur The polygon that was rendered last appears on top of the I had a z fighting z clipping issue with a scene containing some very large objects yesterday in 3ds max It can be seen in the image below For some reason downscaling the scene
How Much Is 20 Eur
How Much Is 20 Eur
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There s a similar question Why do identical polygons not z fight in OpenGL but I believe I have a different setup As can be seen in the picture the vertices for the planes are It could be a visualisation aid instead of showing the depth as 1 gradient you can scale it to fit inside 3 steeper gradients This is especially helpful for objects near the camera
This is basically Z fighting but unlike the usual Z fighting graphics newbies encounter when they don t set the clipping planes right or whatever and which makes this 1 I need to create a decaling into a surface like a mesh and to avoid Z fighting I ve been using Stencil Buffer to Turn off depth test and make the decaling over the surface the
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I am writing a Vulkan video manipulation engine which has the following layers Foreground 2D Scene 3D Background 2D Note that each layer may have multiple objects Why there s no z fighting for coincident planes if the camera look perpendicular at them There s a similar question Why do identical polygons not z fight in OpenGL but I
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When rendering two overlapping co planar surfaces a common issue is z fighting where the renderer can t decide which of the two surfaces is closer to the camera giving visual artifacts
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I ve noticed that when two polygons are rendered with the exact same vertex positions z fighting does not occur The polygon that was rendered last appears on top of the

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