Since PS 1.3 the depth value of a pixel can be calculated in the pixel shader rather than beeing fixed to the interpolated value based on the vertices. Therefore, any occlusion detection technique would fail if it is only based on vertex data and therefore has to be deactivated if a buch of triangles is using a PS program containing one of this instructions.
Are these z-value ops very usefull for developers? For what kind of things could these ops being used for beside z-correct BM and depth peeling?
Are these z-value ops very usefull for developers? For what kind of things could these ops being used for beside z-correct BM and depth peeling?