Comments (3)
-Z_e is not fixed, it's the z coordinate of the splat position in camera space. (aka eye space)
from splatapult.
Admittedly, this could work, but I was concerned about the loss of precision due to the perspective divide. I did not want to have z-fighting like issues for splats that are far from the camera, that is why I elected to just use the "z" value of the splat (in camera space) as the sort key.
from splatapult.
Firstly thank you for your reply.
I still wonder why it's not "float depth = p.z;"
from here: https://www.songho.ca/opengl/gl_projectionmatrix.html
p.w will be a fixed number like -Ze
Maybe I miss some info here.
Thanks again
from splatapult.
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