Questions tagged [depth-testing]
a technique used in 3D graphics to ensure that only the objects closest to the viewer are drawn in a scene.
depth-testing
129
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OpenGL depth test with unclamped range
I'm using a OpenGL pipeline with a vertex and fragment shader, which is such that early fragment tests need to be enabled.
So the depth test is always done with the vertex shader output gl_Position.z ...
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18
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DepthLab objects to place
How can I generate objects to place in DepthLab for Android like the Robochef by default? Are there any examples I can get somewhere else?
I try to use DepthLab for a demo.
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How disable depth test for RealityKit / Vision OS?
I wish to render a particular ModelEntity with z-buffering disabled. I do not see any mechanism in RealityKit / Vision OS API's for disabling the depth test. Any way to do this?
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184
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Vulkan Z pre-pass and MSAA
I recently implemented a Z pre-pass in Vulkan, a single renderpass with two subpasses, in order to reduce overdraw on a scene with thousands of grass blades. Previously to that, a was sorting the ...
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130
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Does Vulkan require a depth buffer attachment to perform a depth bounds test?
The behavior I'm hoping to achieve here is to have my fragment shader write to gl_FragDepth and for a depth bounds test to be performed on that value before going on to a stencil test.
There are a few ...
1
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1
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How can i get depth testing to work in OpenGL using Python and Pygame?
I am trying to work with OpenGL in Python. I haven't managed to get depth testing to work.
I haven't managed to install GLUT, so i just used Pygame to create the window and it works.
Just activating ...
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1
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221
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Vulkan depth testing not working with dynamic rendering and deferred
My setup is like this:
Render a small scene (ie. a single 3D model) into a framebuffer with 1 color and 1 depth attachment.
Render the color buffer into a fullscreen quad
Most code examples online ...
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1
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84
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Does a reversed depth buffer in OpenGL require vertex shader changes?
I've read many articles about what is and how to set a reversed depth buffer in OpenGL (just search for opengl reversed depth on Google and I've read 6 positions). None of them mentioned any vertex ...
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47
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Depth Pre-Pass using rgba-packed texture in three.js. I'm stuck
My goal is to use (externally rendered) depth textures (32-bit, rgba packed) in a depth prepass, so that all subsequently rendered geomtries will be depth-tested against this custom depth buffer.
I'm ...
1
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0
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128
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Disabling Depth Test Gives Weird Artifacts For Complex Meshes
I imported a mesh from Blender 2.90.1 (glTF 2.0 exporter, all transforms applied, normals calced outside) into Godot v4.0.2.stable.official [7a0977ce2] and when setting no_depth_test = true, it seems ...
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119
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I have a strange problem when trying to blend two overlapping surfaces (same depth)
I have two surfaces.
One as the background (rendered first).
The other as my "canvas" (rendered last).
I found a very strange problem when I tried to use blending to achieve a transparent ...
0
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1
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How to convert 2d(x,y) cooridinates into 3d(x,y,z) coordinates using python and point cloud?
I have been using this github repo: https://github.com/aim-uofa/AdelaiDepth/blob/main/LeReS/Minist_Test/tools/test_shape.py
To figure out how this piece of code can be used to get x,y,z coordinates:
...
1
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1
answer
140
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OpenGL depth test against cleared depth not as I expected (moderngl)
I am rendering a quad to a blank screen with its depth first cleared to (0.25). The depth of each vertex is set equal to its y coordinate, and it is a rectangle ranging from (-.5, -.5) to (.5, .5), so ...
1
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1
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400
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Directx how to account for alpha blending in depth test
I am trying to implement a simple way to render particles in my toy app. I'm rendering billboarding quads with alpha blending, but this causes a problem with the depth stenciling where parts of the ...
4
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0
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192
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Direct3D11 depth test 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 ...