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Other Packages / Re: Fog of war on Mali/PowerVR GPU problem
« on: July 08, 2015, 10:14:46 PM »
http://community.arm.com/message/15331
one technique is to mangle your vertex shader (which is fp32 precision on Mali) output to emit a depth value which is designed to generate different distribution of depth values. This can, for example, make the rasterized depth a linear distribution in the Z-buffer, rather than the usual non-linear one. It's not without issues (you get less Z-fighting in the distance, but risk more close to the camera) - but might be worth a try ...
For more details, try this article: http://www.mvps.org/directx/articles/linear_z/linearz.htm
Above function made help?
one technique is to mangle your vertex shader (which is fp32 precision on Mali) output to emit a depth value which is designed to generate different distribution of depth values. This can, for example, make the rasterized depth a linear distribution in the Z-buffer, rather than the usual non-linear one. It's not without issues (you get less Z-fighting in the distance, but risk more close to the camera) - but might be worth a try ...
For more details, try this article: http://www.mvps.org/directx/articles/linear_z/linearz.htm
Above function made help?



