Replies: 1 comment
-
The const { near, far } = camera;
const d = Math.pow(2.0, logDepth * Math.log2(far + 1.0)) - 1.0;
const a = far / (far - near);
const b = far * near / (near - far);
const depth = a + b / d; I haven't tested this though. |
Beta Was this translation helpful? Give feedback.
0 replies
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Uh oh!
There was an error while loading. Please reload this page.
-
When the renderer sets logarithmicDepthBuffer to true, the depth value obtained using DepthPickingPass is incorrect. How can I obtain the correct depth value? (Performance can be disregarded) Thanks
Beta Was this translation helpful? Give feedback.
All reactions