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