All Questions
Tagged with depth-buffer depth
9
questions
0
votes
1
answer
674
views
Why does reading my depth texture in GLSL return less than one?
I've created a depth texture in OpenGL (using C#) as follows:
...
1
vote
1
answer
2k
views
How to write depth texture and read values from it
I am new in Unity and specializing in another field. But now I have to rapidly study it for a new project. I will be very thankful if anyone explain me how to read values of the depth buffer.
I wrote ...
1
vote
0
answers
326
views
Improving Shadow
I need to improve the shadows in my scene. At a first look they don't look too bad:
They look awful when the camera gets closer to them, showing weird artifacts.
I would like to know what are the ...
2
votes
2
answers
2k
views
Why is my depth buffer texture so bright?
https://www.youtube.com/watch?v=QuvAEqgHrMY&feature=youtu.be
https://www.youtube.com/watch?v=5ob1JsPIGAs&feature=youtu.be
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1
vote
1
answer
1k
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How to enable depth test with QOpenGLWidget? It renders black screen
Currently I am writing a small application with Qt and OpenGl and I choosed QOpenGLWidget for rendering graphics.
That's how I declared my widget:
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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
347
views
Strange depth map projection
I'm trying to implement depth-only SSAO and for that, I render a depth map into a texture and pass it to my SSAO shader which then uses it.
The problem is that when I try to output the depth map ...
5
votes
0
answers
1k
views
OpenGL Depth Cubemap with Geometry Shader Not Rendering Correctly
I was having some trouble with cubemaps in OpenGL, and was hoping to get some help. I've been following a tutorial about point light shadow mapping using cubemaps, where a geometry shader is used to ...
0
votes
2
answers
2k
views
Z-Value of clip-space position is always 1.0
I render a lot of quads on the screen into z direction (20 x 2000). I want to get the depth value in a final render target. But it looks like z is always 1.0f. I checked the result with the OpenGL ...