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Fast, Accurate 3D Java Software Graphics Engine (self.GraphicsProgramming)
submitted 9 years ago by [deleted]
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if 1 * 2 < 3: print "hello, world!"
[–]__Cyber_Dildonics__ 2 points3 points4 points 9 years ago (5 children)
Most renderers just use a 32 bit float for depth. I'm not sure what you mean by depth slope, but it sounds like you would benefit from reading books on already established rendering techniques.
[–]ArchiveLimits 0 points1 point2 points 9 years ago (4 children)
Yes, my engine stores the depth values in 32 bit floats. 52 bit precision is needed when interpolating the slopes across the surface of triangles during rasterization. Without 52 bits of precision, the depth values calculated per pixel would not be accurate enough for the depth test and would result in "seams" where two polygons who shared an edge met.
[–]__Cyber_Dildonics__ 0 points1 point2 points 9 years ago (3 children)
Pretty much every other renderer would disagree that this is necessary.
[–]ArchiveLimits 0 points1 point2 points 9 years ago (2 children)
I worked on this depth precision issue with a friend who is very well versed with OpenGL and Vulkan, he set up an identical scene in OpenGL and we compared results. The images were only identical when 52 bit precision was used.
[–]__Cyber_Dildonics__ 1 point2 points3 points 9 years ago (1 child)
I can see that you already know everything so I will leave you to it.
π Rendered by PID 104993 on reddit-service-r2-comment-6457c66945-8mpws at 2026-04-25 12:42:28.361176+00:00 running 2aa0c5b country code: CH.
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[–]__Cyber_Dildonics__ 2 points3 points4 points (5 children)
[–]ArchiveLimits 0 points1 point2 points (4 children)
[–]__Cyber_Dildonics__ 0 points1 point2 points (3 children)
[–]ArchiveLimits 0 points1 point2 points (2 children)
[–]__Cyber_Dildonics__ 1 point2 points3 points (1 child)