All Questions
Tagged with depth-buffer xna-4.0
8
questions
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 ...
0
votes
1
answer
171
views
Wrong distance in Depth-buffer
I am currently trying to get the Depth Buffer as a texture to use it for edge detection algorithms. Since XNA4 does not allow direct access to the Depth Buffer as texture i have to render it into a ...
0
votes
1
answer
270
views
XNA DepthBias increases performance even when EarlyZ is turned off. Why?
My 3d scene consists of three main polygons:
The first and the second polygons overlap each other (have the same World matrix and use the same geometry), the third one is perpendicular to the first ...
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 ...
0
votes
1
answer
2k
views
Why distant objects are being drawn in front of close objects?
I am rendering two cubes in the space using XNA 4.0 and the layering of objects only works from certain angles.
Here is what I see from the front angle (everything ok)
Here is what I see from behind
...
1
vote
2
answers
519
views
How to render depthmap image in 3d?
I'm new to game development and XNA. I have this depthmap image and I want to render it in 3D, how do I do it, any tutorial or blog post would be helpful.
4
votes
3
answers
3k
views
When does depth testing happen?
I'm working with 2D sprites - and I want to do 3D style depth testing with them. When writing a pixel shader for them, I get access to the semantic DEPTH0. Would writing to this value help? It seems ...
2
votes
3
answers
4k
views
Depth Buffer not working in XNA?
I'm stumped. I have been fighting this for about 2 hours now.
Here are the interesting parts of my code:
...