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Displacement values can be positive or negative. Negative displacement values move objects closer to the camera. Positive values move objects farther away.

Calculating Depths

In addition to considering the depth of 3D geometry in a scene, displacement values may be combined within depth ranges. The order of objects in the z-buffer considers all of these factors. The z values for objects are computed and then displacement values are applied. The resulting depth values (after clipping) then define the overall minimum and maximum depth range limits. This is mapped linearly to the parameterized depth range space 0, 1. Objects with a specified depth range have their z values mapped to that depth range.

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For the example depth range of [0.01, 0.1], d is about 93 to ensure you get 5e-7 between two identical depths (e.g. geometry in the same plane). Clearly, the displacement difference in this example is far too small since 17 < 93.

Subwindows

Each subwindow clears the z-buffer in the region where it is drawn (effectively drawing it’s background with a depth of 1). Any depth ranges in the scene graph hierarchy with that subwindow will get evaluated in that area using the camera set up for the subwindow.  Basically, each subwindow should be independent.

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