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Update README.md
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kainino0x committed Oct 2, 2015
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9 changes: 6 additions & 3 deletions README.md
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Expand Up @@ -221,9 +221,12 @@ Start out by testing a single triangle (`tri.obj`).
by kernel parameters (like GLSL uniforms).
* Fragments to depth buffer.
* `FragmentOut[m] -> FragmentOut[width][height]`
* Can really be done inside the fragment shader.
* An optimization: this allows you to do depth tests before spending
execution time in complex fragment shader code!
* Can really be done inside the fragment shader, if you call the fragment
shader from the rasterization kernel for every fragment (including those
which get occluded). **OR,** this can be done before fragment shading, which
may be faster but means the fragment shader cannot change the depth.
* This result in an optimization: it allows you to do depth tests before
spending execution time in complex fragment shader code!
* Handle race conditions! Since multiple primitives write fragments to the
same fragment in the depth buffer, depth buffer locations must be locked
while comparing the old and new fragment depths and (possibly) writing into
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