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2 votes
1 answer
195 views

Depth func LESS EQUAL not working as expected

How is it possible that a fragment is generated, passes the depth test but isn't written to the current render target? This is the pixel history I see if I capture a frame in RenderDoc: The fragment ...
leone ruggiero's user avatar
4 votes
3 answers
4k views

Ray tracing and Z buffering in graphics

I am a high school student taking computer science as a subject, and someone who is very interested in the game development industry. I am currently writing an essay on Raytracing and Z-buffering by ...
Michael Moon's user avatar
0 votes
2 answers
337 views

DX11 Clear Issue, Irregular pattern

So far I've put together a bare minimum of a DirectX 11 application. All it does is clear the window to a random shade of red. ...
Dan Wattle's user avatar
2 votes
0 answers
687 views

How do you tell OpenGL ES 2.0 to use a texture as the depth buffer?

I want to render a scene with an outline post processing effect in OpenGL ES 2.0. First I render all the opaque objects. Then I use a post processing shader for silhouette detection that uses the ...
Gabriel's user avatar
  • 21
1 vote
1 answer
123 views

Drawing sprites messes up my model in XNA4

I have a model which draws correctly in XNA4. However if I try to add a background image (or any sprite), the rendering of my model is messed up. There are two problems with the rendering model is ...
Ken's user avatar
  • 6,126