also discard pixels in front of nearplane
This commit is contained in:
@@ -182,7 +182,8 @@ void triangle(mat<4,3,float> &clipc, IShader &shader, TGAImage &image, float *zb
|
||||
bool discard = shader.fragment(bc_clip, color);
|
||||
if (frag_depth<-shader.m_farPlane)
|
||||
discard=true;
|
||||
|
||||
if (frag_depth>-shader.m_nearPlane)
|
||||
discard=true;
|
||||
if (!discard) {
|
||||
zbuffer[P.x+P.y*image.get_width()] = frag_depth;
|
||||
if (segmentationMaskBuffer)
|
||||
|
||||
Reference in New Issue
Block a user