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TextRender: Implement Z-buffer #30

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Makman2 opened this issue Jan 1, 2016 · 3 comments
Open

TextRender: Implement Z-buffer #30

Makman2 opened this issue Jan 1, 2016 · 3 comments
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@Makman2
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Makman2 commented Jan 1, 2016

This feature is not downwards compatible since it uses another component of a vector that contains the depth-information. Projectionmatrices are now generated from OrthogonalDepthProjection (see #29).

@Makman2 Makman2 added this to the 1.1 milestone Jan 1, 2016
@Makman2 Makman2 added feature and removed feature labels Jan 1, 2016
@Makman2 Makman2 modified the milestones: 2.0, 1.1 Jan 25, 2016
@Makman2
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Makman2 commented Mar 18, 2016

I think the only performant and viable solution is to implement a new renderer (TextDepthRenderer/TextZRenderer/similar), though this results in code duplication inside the existing TextRenderer, the drawing algorithms need tweaking everywhere for Z-capability, and if someone doesn't want it, it's not easy to turn it off/on without losing much performance while avoiding code-duplication.

@Makman2
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Makman2 commented Mar 21, 2016

Creating a new renderer is really high code duplication, one can use a bool template argument zbuffer to specify different render behaviour. This means everything regarding render needs to be moved inside a .hpp.

@Makman2 Makman2 modified the milestones: 2.1, 2.0 May 20, 2016
@Makman2 Makman2 modified the milestones: 2.2, 2.1 Nov 6, 2016
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Makman2 commented Aug 26, 2017

If somebody renders something, he/she will use in 99% of cases the z-buffer. Even for point rendering, a z-buffer that correctly controls what is rendered on top improves the render result. So it should be implemented by default. People have to look out to use the correct transformations.

@Makman2 Makman2 modified the milestones: 3.0, 2.2 Aug 26, 2017
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