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1 vote
0 answers
182 views

Z-Fighting mitigation performance overhead

Which of following approaches will have less performance overhead(using threejs renderer)? I am currently have an issue with z-fight for distant objects, while my near/far plane is already set to most ...
Dmytro Brazhnyk's user avatar
0 votes
0 answers
102 views

Punching holes through a texture and making them regenerate back again in an efficient way

I'm working on a prototype where the user can use the mouse to punch holes through a texture, making this texture see-through in that area for a certain amount of time. After that time, the hole will "...
Gardener's user avatar
  • 331
1 vote
0 answers
1k views

Why does reverse depth buffering provide more precision? (with DXGI_FORMAT_D24_UNORM_S8_UINT Datatype layout)

I lately came around methods optimizing the use of the depth buffer, as the easiest solution reverse depth buffering is mentioned but I cannot wrap my head around why I would be gaining a better depth ...
user5716904's user avatar
5 votes
1 answer
3k views

Early Z-test / depth-test in DirectX 11

As a DirectX noob i'm trying to wrap my head around depth buffers and specifically how pixel shaders are called for obscured pixels. From what i understand, the rasterizer calls the pixel shader for ...
aL3891's user avatar
  • 153