Description of the problem
Originally submitted to StackOverflow here: http://stackoverflow.com/questions/37733259/logarithmic-depth-buffer-orthographic-camera
The issue occurs when combining the logarithmic depth buffer option with an orthographic camera.
When using the standard linear depth buffer, both perspective and orthographic cameras work as expected.
When using a logarithmic depth buffer, only the perspective camera works as expected. Using an orthographic camera results in geometry bleeding through.
A jsfiddle highlighting the problem (also linked in the StackOverflow post) can be found here: http://jsfiddle.net/TheJim01/05up96m0/
Three.js version
- r85
- r84
- r83
- r82
- r81
- r80
- r79
- r78
- r77
- Tested back as far as r71
Browser
- Chrome
- Chrome (Android) <– WORKS
- Firefox
- IE11 (IE does not support the EXT_frag_depth extension)
OS
- Windows 7 (only one tested)
Hardware Requirements (graphics card, VR Device, …)
I’ve seen the issue on two desktops with NVidia Quadro K600 (4GB), and a laptop with Quadro NVS 160M (2GB),
This is not a bug. It it a feature request, if anything.
It is not even clear to me if a logarithmic depth buffer makes sense when using an orthographic camera.
I don’t. But then again, I wrote it. 🙂
Just saw this was closed with a fix merged in, and I have verified it fixed my demo! Thanks, @gkjohnson , @WestLangley , and @mrdoob ! Looking forward to trying it full-scale!😄