Texture3D: Apply a slight offset to the fragment uniform to account for rounding errors
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74b6e00bc8
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f9a41ce231
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@ -120,7 +120,7 @@ namespace MoonWorks.Test
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protected override void Draw(double alpha)
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protected override void Draw(double alpha)
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{
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{
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FragUniform fragUniform = new FragUniform((float) currentDepth / texture.Depth);
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FragUniform fragUniform = new FragUniform((float)currentDepth / texture.Depth + 0.01f);
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
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Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
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