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May 10, 2019 at 12:23 comment added rioki If you look at paroj.github.io/gltut/Positioning/Tut05%20Depth%20Clamping.html You will see clipping vs clamping. With clipping all values that fall behind the near plane are rejected, but with clipping they are treated in the depth test as having the value of the near plane. The pictures are the the shadow maps and you can see they are clipped. not clamped...
May 6, 2019 at 18:54 comment added Yakov Galka @rioki: So your solution is to scale the depth range to fit in [0,1]. But that doesn't loose precision if you have a floating point depth buffer. This is the entire point behind reverse-Z and floating point buffers. Also I'm sorry, but it's hard to understand what's that in the posted picture. Using a simpler scene can help.
May 6, 2019 at 7:36 comment added rioki I can live with clamping. My current solution is to extend the near clipping plane outside of the global bounding box, but that looses precision, which can be quite visible with large scenes. Yet, if you see the pictures they are sill clipped.
May 6, 2019 at 7:31 vote accept rioki
May 6, 2019 at 7:32
May 6, 2019 at 5:13 history answered Yakov Galka CC BY-SA 4.0