All Questions
Tagged with depth-buffer rendering
16
questions
3
votes
0
answers
309
views
Avoiding z-fighting when reimplementing Freescape games
I need to avoid z-fighting in exactly co-planar surfaces that are too close to the other solids. I'm re-implementing the Freescape engine in ScummVM (all my code is open-source, available here), and ...
0
votes
0
answers
102
views
Order-independent rendering of 2D sprites
I am using OpenGL to render sprites, using an orthographic projection.
Each sprite has a position: (x, y, ...
0
votes
1
answer
451
views
Why do I still get values from _CameraDepthTexture even if I didn't set depthTextureMode?
I forgot to write this C# code to enable depth from my camera:
...
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 ...
0
votes
0
answers
756
views
For drawing many layered 2D tiles, should one use the painter's algorithm, or Z-buffering?
Sorry if this question doesn't make sense, I'm still very new to WebGL / OpenGL.
Basically, I'm trying to draw a tilemap similar to the one in Stardew Valley. Here's a screenshot from that game: https:...
0
votes
0
answers
42
views
How to always draw a child mesh in front of its parent mesh
I need to display a gizmo-like mesh at runtime, and it must be always in front of its target mesh. How can I achieve that?
1
vote
3
answers
1k
views
Why do we need a depth buffer to display a single 3D cube?
According to a Vulkan tutorial I am following, I will need to create a depth buffer in order to display a 3D cube:
However, as far as I understand, depth buffers are used for the Z-buffering ...
1
vote
1
answer
46
views
Where do the buffer values come from when rendering?
In the textbook I am reading, it talks about fragment tests that are performed when rendering.
All of these tests involve comparing the current fragment x value (x can be alpha, color, etc.) with a ...
1
vote
0
answers
326
views
Improving Shadow
I need to improve the shadows in my scene. At a first look they don't look too bad:
They look awful when the camera gets closer to them, showing weird artifacts.
I would like to know what are the ...
4
votes
4
answers
476
views
Image-Space coherence of the z-buffer algorithm
I'm reading Hierarchical z-Buffer Visibility by Ned Greene et al. and they state that
traditional Z buffering makes reasonably good use of image-space coherence in the course of scan conversion.
I ...
11
votes
3
answers
3k
views
Using full resolution of depth buffer for 2D rendering
I'm working on a front-to-back renderer for a 2D engine using an orthographic projection. I want to use the depth buffer to avoid overdraw. I have a 16-bit depth buffer, a camera at Z=100 looking at Z=...
2
votes
2
answers
2k
views
How to determine the visibility of a single vertex, given a viewpoint?
I have a 3D triangle mesh, and I want to know, given a viewpoint (defined by a model, view and projection matrix), if a certain vertex is visible or not.
My approach was to render the mesh using ...
8
votes
1
answer
4k
views
Self occluding object and alpha blending
Look at the object I've rendered with my app:
It's the same screen twice, above the original and below I've drawn (by hand :P) the shape of the mesh of one of plant's leaves. You can clearly see ...
2
votes
1
answer
4k
views
How to best utilize depth buffer precision
Are there strategies to minimize depth buffer precision problems with hyperbolic depth buffers, such as the ones resulting from perspective projection matrices, or depth buffers in general?
For ...
2
votes
1
answer
610
views
My transparent objects overwrite opaque objects depth and always draw on top?
I have set up an 'Order Independent Transparency' method for drawing my transparent objects.
The algorithm can be simplified as follows:
DrawOpaqueObjects()
DrawTransparentObjects()
Drawing the ...