All Questions
Tagged with depth-buffer graphics
9
questions
0
votes
0
answers
22
views
The perspective projection change the sign of z
I have an issue, I am drawing a cube in 3d. I am using z-buffer for hidden surfaces removal.
But the hidden faces are drawn (i see the inside of the cube). After some research And I found that this ...
-1
votes
1
answer
191
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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. ...
2
votes
0
answers
32
views
Cheap way to soften contactpoint of character with ground
The view of my game is always semi topdown. I'm trying to make the contactpoint between characters and the floorplane more grounded without rendering hundreds of sprites.
One thing that I think could ...
0
votes
1
answer
335
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XNA 4.0 How to change GraphicsDevice Default DepthStencilState Value
I want to change one of the deafult values of my GraphicsDevice to that:
GraphicsDevice.DepthStencilState.DepthBufferEnable = true;
But I know only to change it ...
0
votes
1
answer
381
views
Depth test -opengl
Does depth test runs before fragment shader,hence not even processing the fragment with frag shader if fragment is discarded
Or
It first runs the fragment shader and then depth test I.e. fragment ...
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 ...
2
votes
1
answer
956
views
Is glxinfo saying that the 980 GTX doesn't support a 32 bit depth buffer?
I've been using the glxinfo command (glxinfo -v) to explore the supported framebuffer configurations. There are two values relating to depth, "depth" and "depthsize." According the source, it appears ...
2
votes
1
answer
13k
views
Getting the real fragment depth in GLSL
I am trying to write a simple GLSL shader that just renders the real (not normalized) depth of a fragment as a floating point value.
So far, I've figured out how to get the depth of a vertex, and ...
2
votes
1
answer
1k
views
Depth texture white in shader
I am trying to implement shadow mapping into my project and am stuck at this problem: If I'm reading the shadow map values with glReadPixels and linearize those ...