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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 ...
Abdel Majid Kansoussi's user avatar
-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. ...
S. M.'s user avatar
  • 117
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 ...
Dirk Boer's user avatar
  • 139
0 votes
1 answer
335 views

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 ...
Omer Eliyahu's user avatar
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 ...
VersesDev's user avatar
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 ...
moonshineTheleocat's user avatar
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 ...
Shadow503's user avatar
  • 178
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 ...
mklingen's user avatar
  • 3,637
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 ...
RenX's user avatar
  • 707