I've been optimizing Ue4 landscape shader recently.I make a demo scene and it just have a landscape . I found some primitives was clipped when using Ue4 original shader code.Then i try to remove some code about the vertex morph,but the primitives not be clipped in this time.I don't think remove the vertex morph code will make more primitives out of frustum.why the primitives not be clipped?
Here is vertex shader file
In this context clipping counts the number of primitives culled because the whole primitive was the wrong side of the near/far clip plane, so sounds like the geometry transform output is different.
Thanks for answer!
yes, the geometry transform output will be different,but i sure remove the vertex morph code will not make all primitives whole inside of the near/far clip plane,it should be some primitives still be cliped,but now, the clipping counts is zero.Why?
If it's not near/far clip then it will be some kind of coverage-based culling for degenerate triangles.
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