All Questions
Tagged with depth-buffer deferred-rendering
5
questions
0
votes
1
answer
222
views
World position reconstruction from depth fails when viewport size does not match window size
I'm facing very strange issue. My code for world pos reconstruction works correctly when the viewport size is equal to window size (or framebuffer size in other words). Below is the part for ...
2
votes
1
answer
3k
views
SSAO, depth buffer linearization (?)
I'm trying to implement SSAO in my application but it doesn't look as it should. I think that the problem is with depth buffer linearization but I tried almost all methods which I found on the Web and ...
3
votes
1
answer
710
views
Shadow mapping. I don't understand what to do after creating the depth texture
I'm taking an intro to computer graphics course, so this is something we haven't touched on.
I am reading this tutorial http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-...
0
votes
1
answer
4k
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OpenGL Reconstructing Position from Depth
I know this has been asked a lot of time before but none of those answers fixed my problem.
I try to implement deferred shading and to do so I need to reconstruct the world space position from the ...
5
votes
2
answers
1k
views
How to deal with large depth buffer values due to extreme distances
Alright, this is semi-related to my last question here
So I've got an really big coordinate system and need to handle rendering large astral bodies from extreme distances. My current approach ...