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@GeorgeToledo

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2 years ago
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George_Toledo's picture

This hasn't got much support in votes, but I think that given the relevance of various VR and 360 platforms (Oculus, FB, Youtube, Vimeo, etc)... it would be really cool to be able to have some stock support for this, if it could in fact be more heavily optimized with a specific node for it, than Alex's method. I suspect it could be.

George_Toledo's picture

Is there a way to have a fragment shader write to depth buffer?

George_Toledo's picture

That's basically it...

Is there a way to do this that I am overlooking, or if not, is there a possibly an existing patch that could be modified to write to the depth buffer?

I would like to make something in the fragment shader that depth tests against objects created with regular VUO node shapes and imported models.

edit: In QC, one could do this by writing to gl_FragDepth. I just remembered about the parabox node...I'll try and see if it works there.

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