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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: ...
Grimelios's user avatar
  • 579
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 ...
Hillbilly Joe's user avatar
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 ...
Blue Bug's user avatar
  • 1,112
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 ...
Blue Bug's user avatar
  • 1,112
1 vote
1 answer
1k views

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: ...
Denis's user avatar
  • 127
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 ...
Harry's user avatar
  • 690
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 ...
CpCd0y's user avatar
  • 301
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 ...
kingsapo's user avatar
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 ...
Tobias's user avatar
  • 111