What it says on the tin: a place to discuss proposed new features.
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cyrfer
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by cyrfer » Mon Oct 05, 2009 10:18 pm
Hi,
I'm trying to do some sanity testing while writing shaders. It would be great if I could specify the clear value of the depth buffer so I can check it in my shader. In OpenGL, this is done with 'glClearDepth' as far as I can tell, not sure about D3D. It seems like the right place would be in the Viewport class. Maybe the interface would look like this?
Code: Select all
@param value the value to initialize all pixels in the depth buffer with
void Viewport::setDepthClear(double value);
Thanks

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Kojack
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by Kojack » Tue Oct 06, 2009 1:18 am
If you don't mind clearing manually rather than using the auto clear, you can call Viewport::clear which takes a colour, depth and stencil value to clear the buffer with.
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haffax
- OGRE Retired Moderator

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by haffax » Tue Oct 06, 2009 11:36 am
I see, Viewport::clear is new in SVN trunk. I added it to the changelog in the CthugaNotes in the wiki.
Anyway, having a getter/setter for a depth value is still nice and not hard to do and doesn't need any adjustments design wise.
Cryfer, if you still need it, best implement it yourself and submit a patch.
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dark_sylinc
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by dark_sylinc » Thu Mar 04, 2010 5:14 am
haffax wrote:Anyway, having a getter/setter for a depth value is still nice and not hard to do and doesn't need any adjustments design wise.
Cryfer, if you still need it, best implement it yourself and submit a patch.
I'm not Cyfer, but
done.
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