potential bug with dhDepthTex0 vs dhDepthTex1

Checking if depth >= 1.0 (sky), does not seem to work for dhDepthTex1, but works fine for dhDepthTex0. This behavior is different from depthtex0 vs depthtex1, where both can be used to check for sky (as long as there are no translucent blocks in the way). The screenshots show me testing for sky (and setting color to red if true) for depthtex0, depthtex1, dhDepthTex0, and dhDepthTex1, respectively
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1 Reply
Nori
NoriOP2mo ago
I think I ruled out there being mesh back there by discarding all fragments with gl_FragPos>0.9 in dh_terrain, which while it did discard most of the DH chunks, did not change how the sky looked

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