All Questions
Tagged with depth-buffer 3d
11
questions
3
votes
0
answers
309
views
Avoiding z-fighting when reimplementing Freescape games
I need to avoid z-fighting in exactly co-planar surfaces that are too close to the other solids. I'm re-implementing the Freescape engine in ScummVM (all my code is open-source, available here), and ...
2
votes
1
answer
195
views
Depth func LESS EQUAL not working as expected
How is it possible that a fragment is generated, passes the depth test but isn't written to the current render target?
This is the pixel history I see if I capture a frame in RenderDoc:
The fragment ...
-1
votes
1
answer
191
views
Drawback of painters algorithm:
We know that to scan convert any polygon first we need to pass any 4 tests of Painter's algorithm.
Suppose I have two polygon S1 and S2, which order is S1->S2.we see that all 4 tests are failed. ...
0
votes
0
answers
142
views
Implementing W-buffering in modern GPU
I was trying to figure out how perspective projection matrix works, and somehow I ended up in this rabbit hole of depth buffer precision.
It seems to be some interest in a depth buffer where the ...
1
vote
0
answers
675
views
How to do Decal Clipping with OpenGL using Depth Buffer comparison?
Basically I'm already drawing decals on top of various flat surfaces and that works great.
As soon as the decal approaches the edge of a surface, naturally it doesn't get clipped.
Is there a way to ...
0
votes
1
answer
608
views
Z buffer for large vs small objects
Are there common, tried and tested techniques for making sure that when displaying very large and very small objects, in a 3D environment, those objects don't display in front or behind each other?
...
2
votes
2
answers
2k
views
How to determine the visibility of a single vertex, given a viewpoint?
I have a 3D triangle mesh, and I want to know, given a viewpoint (defined by a model, view and projection matrix), if a certain vertex is visible or not.
My approach was to render the mesh using ...
6
votes
1
answer
1k
views
overlapping 3d particles not blending nicely when at the same z
I'm working on a 3d particle emitter. It's going pretty good but I'm still having a problem with triangle sorting.
As you can see in the photos, there are some particles that are not blending ...
2
votes
2
answers
583
views
How scanline rendering finds an intersection with an object
I'm a newbie with graphics and after I read many articles on the web I still don't understand how in rasterizing from a pixel coordinate like (0;0) on the screen the intersection with an object (let's ...
3
votes
2
answers
2k
views
Scan-Line Z-Buffering Dilemma
I have a set of vertices in 3D space, and for each I retain the following information:
Its 3D coordinates (x, y, z).
A list of pointers to some of the other vertices with which it's connected by ...
4
votes
2
answers
658
views
How can I simulate multiple depth channels?
Here's what I'd like to achieve:
Rendering a first pass of objects in my scene, using standard depth comparison
Rendering another pass of objects in the same scene, but with the following rules:
A ...