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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
4 votes
1 answer
71 views

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 ...
tmlen's user avatar
  • 8,907
0 votes
0 answers
18 views

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.
Pablo Muñoz's user avatar
0 votes
0 answers
90 views

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?
wcochran's user avatar
  • 10.7k
1 vote
1 answer
184 views

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 ...
Alex V.'s user avatar
  • 17
0 votes
1 answer
130 views

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 ...
sgfw's user avatar
  • 312
1 vote
1 answer
64 views

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 ...
GamingX's user avatar
  • 13
0 votes
1 answer
221 views

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 ...
alexpanter's user avatar
  • 1,506
0 votes
1 answer
84 views

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 ...
Shout's user avatar
  • 578
0 votes
0 answers
47 views

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 ...
vector3's user avatar
  • 21
1 vote
0 answers
128 views

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 ...
B3D4ev_guy's user avatar
-2 votes
1 answer
119 views

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 ...
potter john's user avatar
0 votes
1 answer
1k views

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: ...
user44840's user avatar
1 vote
1 answer
140 views

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 ...
user2649681's user avatar
1 vote
1 answer
400 views

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 ...
Gregor Sattel's user avatar
4 votes
0 answers
192 views

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 ...
leone ruggiero's user avatar

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