Questions tagged [depth-buffer]
Depth buffer stores a depth (z-coordinate) of a rendered pixel of a 3D scene. Depth buffer is used in Z-buffering (management of image depth coordinates). Because of this depth buffer is often called Z-buffer.
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How to prevent Sprite3D from clipping into nearby objects?
Gotot 4.2
Sprite3D is very useful for representing 2D objects within the gameworld. However, when billboarded (Y-billboard), 3D Sprites are prone to clipping into the floor/walls/other 3D models they ...
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The perspective projection change the sign of z
I have an issue, I am drawing a cube in 3d. I am using z-buffer for hidden surfaces removal.
But the hidden faces are drawn (i see the inside of the cube). After some research And I found that this ...
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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 ...
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How to pass two RenderBuffers into one RenderTexture?
I have a Unity URP project and in the Scriptable Render Pipeline, I would like to create a RenderTexture and pass the depth and color buffer of the camera object as ...
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Order-independent rendering of 2D sprites
I am using OpenGL to render sprites, using an orthographic projection.
Each sprite has a position: (x, y, ...
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How to change layer depth according to player location?
I would like to change the layer depth of objects, so that the player can go behind them. Right now it looks like this when the player is behind the object:
The problem is that the layer depth doesn'...
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About possibly using Depthstencil 2D array in multiplerendertarget mode
I'm rendering in forward mode my scene with its depth buffer and because I'm using animated characters I'm plannig to find a way to use multiple rendertargets to do the directional shadow pass at the ...
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Set depth value in fragment shader
I'm making a simple 2D renderer and I want to avoid redrawing as much as possible.
My Vertex layout has the 2d position and a float depth value.
I want to assign a depth value to each of them after ...
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Is it possible to activate/deactivate depth writes in geometry shader?
I'm trying to achieve rendering to multiple targets with multiple viewports. Currently it does not work possibly because I have a single depth buffer so a first write to it with a specific viewport ...
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Is it possible to extract both the color and the depth texture from one RenderTexture and use it in a Shader?
I can access the same with duplicating the cameras AND the rendertextures, but that seems like a lot of overkill of just getting the depth buffer.
I don't need a very precise depth buffer, so it can ...
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Graphical issue when using a depth pre-pass
I have implemented the Z pre-pass technique into my engine, leading to a 2x performance improvement in a test scene.
However, the technique darkens the objects (but not the skybox), introduces z-...
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How to execute early depth test
I have trouble applying early depth test in my engine, to prevent fragment shader to be (fully) executed for fragments that will be overwritten anyway, because other fragments, drawn later, will be in ...
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How is depth buffer written to?
As far as I know you normally can't read and write to the same render target in the same shader pass. But if I understand correctly, depth tests rely on depth writes of things being drawn in the same ...
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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:
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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 ...