Decals fully working!
After a long time (too long, really), finally got the OpenGL decals working…
The problem ended up being something quite simple: in the Direct3D pipeline I was storing the W value for depth, while on OpenGL I was storing the Z value… Although the two values are quite similar in my test scenes, they’re different enough that it would cause the system not to work properly…
Up next: a bit of optimization and some bug fixing before going back to some more polish!
Now listening to “Damnation and a Day” by “Cradle of Filth”
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