View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0027219||Runner||Layers||Public||2017-07-28 10:20||2021-07-30 11:44|
|Reporter||Stewart Bishop||Assigned To||CoreTech|
|Priority||Low||Severity||C - General||Reproducibility||100%|
|Target Version||Fixed in Version|
|Summary||0027219: Layers: Issues with layers overlapping|
|Description||I've encountered a problem with the ZBuffer.|
What I'm trying to do: The floor layer renders on depth 0 (= Z). Later, another layer renders at depth -16. However, in a layer script I shift the world matrix so that in theory the new layer at depth -16 should actually render at depth 0 again. By changing the gpu_zfunc to be "equal" I would expect a nice stencil / silhouette. This does not work. For some reason its offset by 0.00125 on Z.
My attached testing project demos this with 2 asset layers that are "floors" and 2 asset layers which should silhouette. Floors render at 0, -16, Silhouette at -500,-516 - using a matrix shift of +500 this should match. It does not without manually subtracting 0.00125 (global.ZOFF).
If the silhouette layers are offset by -1000 (global.Z) => (-1000, -1016) the trick fails for one of the silhouetting layers, but not the other.
|Steps To Reproduce||Use "W" and "S" to shift the matrix by increments of 0.00125.|
|1.4 Found In|
|2.x Runtime Found In||22.214.171.124|
|2.x Runtime Verified In|