Description
The direct GL code only considers fully opaque objects when doing SSAO, This is probably better than the current RHI approach which treats semi-transparent object as fully opaque when it comes to occlusion.
Attachments
Issue Links
- resulted from
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QTBUG-83364 Investigate lancelot discrepancies between RHI and direct OpenGL
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- Closed
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For Gerrit Dashboard: QTBUG-83874 | ||||||
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# | Subject | Branch | Project | Status | CR | V |
298764,2 | Skip non-opaque objects when generating the depth texture | dev | qt/qtquick3d | Status: MERGED | +2 | 0 |