This is enabled in the Renderer "s System Options rollout, Miscellaneous group (where flat z-buffer, etc. are located)."
这是启用的转译器“s系统选项部署,杂项组(如平面的Z轴缓冲等设)。”
2
Frankly, we're still in the early days of physics, much like 3D in the early days where you had Z-buffer and bilinear filtering - things are obviously quite different nowadays.
坦白地说,我们仍处于初期物理,就像在那里你的Z轴缓冲和双线性过滤-事情很明显现在完全不同。
3
Depth texture corresponds to Zbuffer contents that are rendered, it does not use the result from the fragment program.