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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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 ...
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IsoMetric Map draw: sort with Z-Buffer and anchor point
I'm writing an IsoMetric renderer for my html5 isometric game. The isometric renderer should be able to render objects with floating point coordinates.
SOURCE: https://github.com/ilmattodel93/EaselJs-...
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How to print Depth to a Texture2D and then read it in the next pass on a shader in DirectX11
I'm programming a two-pass effect in DirectX 11 (SharpDX). It's supposed to write the depth to a texture in the first pass and then use that texture to extract data on the second one in the pixel ...
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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 ...
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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. ...
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Scan-Line Z-Buffering Dilemma
I have a set of vertices in 3D space, and for each I retain the following information:
Its 3D coordinates (x, y, z).
A list of pointers to some of the other vertices with which it's connected by ...
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Simple cartoon water shader shoreline
I'm currently attempting to create a cartoon-ish water shader with a shoreline. After looking around trying to find out how other games do it i figured out it has something to do with getting the ...
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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:
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Disable depth testing for only some faces
I have some meshes and I need to be able to draw some part of them without depth test. Is it possible to turn off depth testing from within shader, wo that some parts will be rendered no matter what ...
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Is it possible to create a homemade depth buffer?
Studying the case of isometric rendering, I'm facing a big and well-known problem : depth sorting.
After many researches it seems that without tile mapping or 'height-leveling' it's impossible to ...
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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 ...
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Unity3D sprites vs Mesh Quads - Depth, Blending, Shadows
I'm new to unity but not new to game development. In my OpenGL ES 2.0 (mobile) games I create a vertex array of all my "sprites" and stuff it in a VBO. Then draw them as I need them one at a time, ...
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How to modify the z depth value inside the vertex function of a surface shader?
I wrote the following surface shader.
The idea is to increase the Z depth value of vertices, after projection.
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Z buffer for large vs small objects
Are there common, tried and tested techniques for making sure that when displaying very large and very small objects, in a 3D environment, those objects don't display in front or behind each other?
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