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@montyontherun@bitbang.social

Post #663423

2026-03-14 18:28 UTC

Took me some effort, but I managed to implement Z-Buffering on my toy OpenGL ES 1.0 Common Lite implementation. The depth interpolation was a bit of a pain, but surprisingly, computing the normalized Z values for each vertex was the real chore here! Also worth reminding that this is GL ES 1.0 CL, which is fixed-point exclusive (hence the imprecision overwall). I also haven't implemented perspective correction yet. edit: spelling #screenshotsaturday #opengl

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