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Question by
mchvertok · Oct 13, 2020 at 11:59 PM ·
shaderdepthdepth-bufferz-fightingz-buffer
Mesh z-fighting to itself
Hi all. I have a mesh which deformed in shader by Sine function to simulate waves. So, I got an artifacts of self z-fighting.
Maybe I should in the shader (somehow) calculate depth for each modified vertex?
screenshot-2020-10-14-at-013731.jpg
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screenshot-2020-10-14-at-014020.jpg
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Wow that looks good. I dont know how to fix it though. sorry...
Would a first pass writing to the Z-Buffer be a suitable solution in this situation?
(See: Transparent shader with depth writes)
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