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1 vote
0 answers
112 views

OpenGL ES - render to texture - how to preserve original depth buffer

I render to texture and attach my own depth buffer that has texture target. However, after I finish rendering I would like to set original depth buffer back. To start rendering to texture I do: ...
Martin Perry's user avatar
  • 1,126
0 votes
3 answers
3k views

OpenGL ES 2.0 Shadow Mapping - depth only FBO not working due to GL_FRAMEBUFFER_INCOMPLETE_ATTACHMEN

I am trying to add simple shadow mapping to my friends gles 2.0 app. It is based on gles 2.0 and PowerVR SDK. The problem I encounter is that FBO is not valid due to ...
Kacper Kleczewski's user avatar
1 vote
1 answer
451 views

Does glScissor affect stencil and depth buffer operations?

I know glScissor() affects glColorMask() and glDepthMask(), but does it affect the stencil ...
Arun AC's user avatar
  • 115
12 votes
2 answers
10k views

How do I use depth testing and texture transparency together in my 2.5D world?

Note: I've already found an answer (which I will post after this question) - I was just wondering if I was doing it right, or if there is a better way. I'm making a "2.5D" isometric game using OpenGL ...
Nick Bolton's user avatar
2 votes
2 answers
2k views

Disabling depth write trashes the frame buffer on some GPUs

I sometimes disable depth buffer writing via glDepthMask(GL_FALSE) during the alpha rendering of a frame. That works perfectly fine on some GPUs (like the Motorola Droid's PowerVR), but on the HTC EVO ...
EboMike's user avatar
  • 217
11 votes
2 answers
15k views

In OpenGL, how can I discover the depth range of a depth buffer?

I am doing a GL multi-pass rendering app for iOS. The first pass renders to a depth buffer texture. The second pass uses the values in the depth buffer to control the application of a fragment shader. ...
dugla's user avatar
  • 985