D3D11 now does depth clipping and the near clip plane distance is now 1

This commit is contained in:
myT 2020-10-11 18:24:35 +02:00
parent 45f66b1a88
commit ad2d3386a6
5 changed files with 7 additions and 5 deletions

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@ -7,6 +7,8 @@ DD Mmm 20 - 1.53
add: r_alphaToCoverageMipBoost <0.0 to 0.5> (default: 0.125) boosts the alpha value of higher mip levels add: r_alphaToCoverageMipBoost <0.0 to 0.5> (default: 0.125) boosts the alpha value of higher mip levels
with A2C enabled, it prevents alpha-tested surfaces from fading (too much) in the distance with A2C enabled, it prevents alpha-tested surfaces from fading (too much) in the distance
chg: all rendering backends use depth clipping, near clip plane distance is 1 instead of 4
chg: cl_aviFrameRate now defaults to 60 chg: cl_aviFrameRate now defaults to 60
chg: the Windows audio output now has a sampling rate of 44.1 kHz chg: the Windows audio output now has a sampling rate of 44.1 kHz

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@ -111,9 +111,6 @@ Current info:
- shader target 4.1 for graphics (SV_VertexID, unsized Texture2DMS) - shader target 4.1 for graphics (SV_VertexID, unsized Texture2DMS)
- shader target 5.0 for compute (typed UAVs) - shader target 5.0 for compute (typed UAVs)
To look at:
- near clip plane seems to be further in the GL2 back-end in 3D land
Known issues: Known issues:
- device re-creation isn't handled by OBS' capture plug-in - device re-creation isn't handled by OBS' capture plug-in
*/ */
@ -1613,7 +1610,7 @@ static qbool GAL_Init()
rasterDesc.CullMode = GetCullMode((cullType_t)cullType); rasterDesc.CullMode = GetCullMode((cullType_t)cullType);
rasterDesc.FrontCounterClockwise = TRUE; rasterDesc.FrontCounterClockwise = TRUE;
rasterDesc.ScissorEnable = TRUE; rasterDesc.ScissorEnable = TRUE;
rasterDesc.DepthClipEnable = FALSE; rasterDesc.DepthClipEnable = TRUE;
rasterDesc.DepthBiasClamp = 0.0f; rasterDesc.DepthBiasClamp = 0.0f;
rasterDesc.DepthBias = polygonOffset ? -1 : 0; rasterDesc.DepthBias = polygonOffset ? -1 : 0;
rasterDesc.SlopeScaledDepthBias = polygonOffset ? -1.0f : 0.0f; rasterDesc.SlopeScaledDepthBias = polygonOffset ? -1.0f : 0.0f;

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@ -1424,6 +1424,8 @@ static void GL_SetDefaultState()
// The default alignment is 4. // The default alignment is 4.
// RGB with width 1366 -> not a multiple of 4! // RGB with width 1366 -> not a multiple of 4!
glPixelStorei( GL_PACK_ALIGNMENT, 1 ); glPixelStorei( GL_PACK_ALIGNMENT, 1 );
glDisable( GL_DEPTH_CLAMP );
} }

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@ -1750,6 +1750,7 @@ static void SetDefaultState()
glDisable(GL_CLIP_DISTANCE0); glDisable(GL_CLIP_DISTANCE0);
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE); glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
glPixelStorei(GL_PACK_ALIGNMENT, 1); glPixelStorei(GL_PACK_ALIGNMENT, 1);
glDisable(GL_DEPTH_CLAMP);
gl.boundTextures[0] = GLuint(-1); gl.boundTextures[0] = GLuint(-1);
gl.boundTextures[1] = GLuint(-1); gl.boundTextures[1] = GLuint(-1);

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@ -419,7 +419,7 @@ static void R_SetupProjection()
// //
// set up projection matrix // set up projection matrix
// //
zNear = 4.0f; zNear = 1.0f;
zFar = tr.viewParms.zFar; zFar = tr.viewParms.zFar;
height = 2.0f * zNear * tan( tr.refdef.fov_y * M_PI / 360.0f ); height = 2.0f * zNear * tan( tr.refdef.fov_y * M_PI / 360.0f );