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0 answers
120 views

Set depth value in fragment shader

I'm making a simple 2D renderer and I want to avoid redrawing as much as possible. My Vertex layout has the 2d position and a float depth value. I want to assign a depth value to each of them after ...
FrameBuffer's user avatar
1 vote
1 answer
732 views

What is the math behind rendering isometric with the aid of Depth Maps?

I am currently in the process of designing an Isometric game, and one of the features we are trying to add, is using sprite depth maps to render geometry in the correct order. The reason we are ...
moonshineTheleocat's user avatar
1 vote
2 answers
1k views

Does Direct3D 11 enable Z-clipping/discard by default?

I'm rendering simple 2D figures in DirectX 11.1 and I cannot get Z-values to be rendered; all pixels with Z != 0 get discarded. I'm doing proper world transform as far as I know. X/Y translations work....
Hernán's user avatar
  • 155
11 votes
3 answers
3k views

Using full resolution of depth buffer for 2D rendering

I'm working on a front-to-back renderer for a 2D engine using an orthographic projection. I want to use the depth buffer to avoid overdraw. I have a 16-bit depth buffer, a camera at Z=100 looking at Z=...
AshleysBrain's user avatar
2 votes
2 answers
316 views

Dealing with back to front drawing with alpha blending and z buffer for a list of 2d quads

I'm using depth buffer as a layering system for my 2d render and I have to draw them from back to front to make semi-transparent quads work out. The problem is I have to sort my quads vector based on ...
MahanGM's user avatar
  • 367
4 votes
1 answer
2k views

How do you display non-cutout transparent 2D textures with a depth buffer? (OpenGL)

I've been able to get my 2D renderer to display transparent cutout textures by testing the alpha of a fragment and discarding if it is less than 1 (or any fraction really). The problem is I want to ...
kfan's user avatar
  • 311
12 votes
2 answers
10k views

How do I use depth testing and texture transparency together in my 2.5D world?

Note: I've already found an answer (which I will post after this question) - I was just wondering if I was doing it right, or if there is a better way. I'm making a "2.5D" isometric game using OpenGL ...
Nick Bolton's user avatar