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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7
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3answers
155 views

Using full resolution of depth buffer for 2D rendering

I'm working on a front-to-back renderer for a 2D engine using an orthographic projection. I want to use the depth buffer to avoid overdraw. I have a 16-bit depth buffer, a camera at Z=100 looking at ...
1
vote
2answers
18 views

Grab depth buffer with unlockable D3DFORMAT

I'm currently piggy backing on a mod framework (Multitheft Auto) and trying to read the depth buffer in D3DFMT_D24S8 (DirectX9). I can read it if I change the format to D3DFMT_D32F_LOCKABLE and then ...
2
votes
1answer
115 views

Creating polygons with separate outline/fill colors in OpenGL

Subject I am creating a terrain map with triangle strips and I would like to make the bodies of the triangles black, but have their outlines be colored. Problem The solution appears to be to draw ...
1
vote
1answer
57 views

Does glScissor affect stencil and depth buffer operations?

I know glScissor() affects glColorMask() and glDepthMask(), but does it affect the stencil and depth buffers? For example: glEnable(GL_DEPTH_TEST); glEnable(GL_SCISSOR_TEST); ...
0
votes
2answers
83 views

Is computing depth in a pixel shader bad? Can I reduce fillrate by moving depth calc to vertex shader?

I have a DX10 game that is fillrate bound. One of the things I've been realizing may be contributing to this is that I compute depth in the pixel shader (the game uses a logarithmic depth buffer to ...
0
votes
0answers
38 views

unity pass texture from one camera to another for shader

I'm working on a system where I have to get a texture from one camera to another (render a -> render b) is there an easy way to do this? For a simplified example this would be used to get the ...
0
votes
1answer
47 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 ...
5
votes
1answer
302 views

unity 5 how to get a shadowmap

I'm writing a custom shader in unity 5 that requires a shadowmap (not just for drawing shadows but also for different computations involving scattering particles through fog). Does anybody know how to ...
0
votes
2answers
83 views

Z-Value of clip-space position is always 1.0

I render a lot of quads on the screen into z direction (20 x 2000). I want to get the depth value in a final render target. But it looks like z is always 1.0f. I checked the result with the OpenGL ...
0
votes
1answer
90 views

Getting the real fragment depth in GLSL

I am trying to write a simple GLSL shader that just renders the real (not normalized) depth of a fragment as a floating point value. So far, I've figured out how to get the depth of a vertex, and ...
1
vote
1answer
413 views

Discard Transparent Pixels in Z-Buffer

I am building a 2D game using sprites. I'd like to use the z-buffer to aid with shading. For that I need Unity to write only opaque pixels to the z-buffer (aka depth buffer). In Unity, sprites are ...
1
vote
1answer
874 views

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, ...
0
votes
0answers
114 views

Directx9 engine Z-buffer problem with d3dimage

I am trying to integrate my Direct9 engine into my new WPF application via D3DImage. Everything is working except for the Z buffer. With the AutoDepthStencil at FALSE I can render my meshes but the ...
0
votes
1answer
114 views

How to disable depth buffer in Directx11

For now i know what i must use OMSetDepthStencilState. In the beginning i must create two states and change them every time i need another. For now i have this and it doesn't work, i.e. objects ...
4
votes
1answer
106 views

How to compute point in view space from depth?

I am trying to implement do some screen space rendering but after looking over the web I still don't find answers to some doubts. First, I need to compute the point in view space from a value in the ...
2
votes
0answers
98 views

Modifying depth values in PixelShader (SharpDX)

I'm relatively new to DirectX, and am currently converting some WPF 2D graphics code that displays geo-located sonar returns. I am using SharpDX, and rendering via a D3DImage. I've got the basics ...
1
vote
1answer
167 views

Triangles go missing as Z changes

I'm rendering a height map using shader-based OpenGL (3.3 to be precise). The height map data is from a grayscale bitmap (2D array of bytes). The dimension of the bitmap is 256 x 256. With this data, ...
3
votes
1answer
181 views

Shadow mapping. I don't understand what to do after creating the depth texture

I'm taking an intro to computer graphics course, so this is something we haven't touched on. I am reading this tutorial ...
0
votes
0answers
25 views

Artefact in VSM as if GL_DEPTH_TEST disabled

I am trying to implement VSM and I incurred in a strange issue. I render them as follow: glUseProgram(shadowMapProgramID); glEnableVertexAttribArray(0); glBindFramebuffer(GL_FRAMEBUFFER, ...
0
votes
2answers
523 views

How do I sample a Depth/Stencil Texture in HLSL?

I am shadow mapping in Direct3D 9. I'm trying to avoid rendering depth to a 32-bit render target. So, I've created a depth/stencil texture( a texture w/usage Depth/Stencil ). When I render I do this: ...
0
votes
0answers
37 views

OpenGL: What's the best way to convert a screen coordinate to a world coordinate? [duplicate]

For example, suppose I'm building a first-person shooter and the player pulls the trigger. I want to convert the screen coordinate (x, y) into a world coordinate (x, y, z) to know what they've hit. ...
0
votes
0answers
110 views

Depth texture white in shader

I am trying to implement shadow mapping into my project and am stuck at this problem: If I'm reading the shadow map values with glReadPixels and linearize those values, I am getting exactly the value ...
1
vote
0answers
145 views

Unity Free Inverse Depth Mask?

How would it be possible to create an inverse depth mask? In this case, I refer to a depth mask as a shader attached to a mesh that 'pokes a hole' through the current camera layer to let you see the ...
2
votes
1answer
325 views

OpenGL ES draw pre-rendered background onto depth buffer

I want to create a scene with 2D pre-rendered background and 3D models for characters (like those classic Final fantasy games). For the background, I have 2 textures: one to be displayed, with ...
2
votes
2answers
96 views

Dealing with back to front drawing with alpha blending and z buffer for a list of 2d quads

I'm using depth buffer as a layering system for my 2d render and I have to draw them from back to front to make semi-transparent quads work out. The problem is I have to sort my quads vector based on ...
1
vote
1answer
88 views

Obtain linear depth values on FBO and deal with small differences

I've a render target on which I have both a color and a depth attachment. In a second pass I need to run a filter whose width depends on the derivative and values of the depth. Now, if I try, in the ...
1
vote
2answers
254 views

How to determine the visibility of a single vertex, given a viewpoint?

I have a 3D triangle mesh, and I want to know, given a viewpoint (defined by a model, view and projection matrix), if a certain vertex is visible or not. My approach was to render the mesh using ...
2
votes
1answer
214 views

Use different values for Depth Test and Depth Write in OpenGL

Is there a way to use something similar to PolygonOffset to make a depth test more permissive (move fragment depth towards eye) but still write the original depth value to the depth buffer? The only ...
0
votes
1answer
62 views

DepthStencilView and alphaBlendState

I have create a 2D game with directx11 and i want to use a depth buffer instead of a painter's algorithm to draw the sprites but i have a problem since i'm not really good with directx 3d programming. ...
2
votes
1answer
104 views

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 ...
3
votes
1answer
338 views

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 ...
1
vote
2answers
183 views

Layer depth problem

I try to create Puzzle JigSaw,and I want to display the selected piece on the first layer, the pieces that are on the original positions(solved) on the last layer and the others on the middle. I ...
0
votes
1answer
1k views

OpenGL Reconstructing Position from Depth

I know this has been asked a lot of time before but none of those answers fixed my problem. I try to implement deferred shading and to do so I need to reconstruct the world space position from the ...
0
votes
0answers
46 views

OpenGL - How to use depth checking and alpha blending at the same time? [duplicate]

Suppose I have a semi-transparent object (let's call this "bubble"), a solid object (let's call this "wall"), and the bubble is closer to the camera compared to the wall behind it. If I draw the ...
6
votes
1answer
321 views

overlapping 3d particles not blending nicely when at the same z

I'm working on a 3d particle emitter. It's going pretty good but I'm still having a problem with triangle sorting. As you can see in the photos, there are some particles that are not blending ...
1
vote
2answers
438 views

Depth write and depth test in Unity

Scenario: several objects (o1, o2,.., on) have to be rendered with the z test disable, but the z values must be written to the depth buffer. In another pass, some other objects (t1, t2,..., tm) need ...
1
vote
2answers
477 views

IsoMetric Map draw: sort with Topological Sort, 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. DEMO: http://matt93.altervista.org/game/ ...
2
votes
1answer
632 views

How to best utilize depth buffer precision

Are there strategies to minimize depth buffer precision problems with hyperbolic depth buffers, such as the ones resulting from perspective projection matrices, or depth buffers in general? For ...
0
votes
1answer
121 views

Changing the maxDepth of viewport

Whenever I change the maxDepth of the viewport from 1.0 to say 300.0f (just for kicks), everything on my screen disappears. Why is that? Is there anywhere else I have to account for this change in ...
1
vote
1answer
484 views

Why does switching to fullscreen produce this graphical glitch?

I followed this tutorial and things were looking good. However, when switching to Fullscreen from 800x600 using alt-enter, I noticed an error in debug output: DXGI WARNING: IDXGISwapChain::Present: ...
0
votes
1answer
268 views

Creating a 2D texture array for depth view

Following my question here, I decided to create an 2D texture array for all of my depth screen texture so that I can use them for shadows for all my lights. I'm having an issue setting it up, I'm ...
0
votes
1answer
123 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 ...
0
votes
1answer
612 views

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 ...
2
votes
1answer
1k views

Use depth bias for shadows in deferred shading

We are building a deferred shading engine and we have a problem with shadows. To add shadows we use two maps: the first one stores the depth of the scene captured by the player's camera and the ...
0
votes
2answers
147 views

Accesing depth buffer from shader

I read this presentation and on 6th slide I found that is not need to use multiple render targets and depth can be taken directly from depth buffer. From which version of DirectX or OpenGL can be ...
1
vote
0answers
247 views

How do you tell OpenGL ES 2.0 to use a texture as the depth buffer?

I want to render a scene with an outline post processing effect in OpenGL ES 2.0. First I render all the opaque objects. Then I use a post processing shader for silhouette detection that uses the ...
1
vote
1answer
474 views

How do I copy the depth buffer to CPU memory in Direct3D 9?

I have code in OpenGL that uses glReadPixels to copy the depth buffer to a CPU memory buffer: glReadPixels(0, 0, w, h, GL_DEPTH_COMPONENT, GL_FLOAT, dbuf); How do I achieve the same in Direct3D? I ...
2
votes
1answer
496 views

Early Z-test / depth-test in DirectX 11

As a DirectX noob i'm trying to wrap my head around depth buffers and specifically how pixel shaders are called for obscured pixels. From what i understand, the rasterizer calls the pixel shader for ...
4
votes
1answer
1k views

using heightmap to simulate 3d in an isometric 2d game

I saw a video of an 2.5d engine that used heightmaps to do zbuffering. Is this hard to do? I have more or less no idea of Opengl(lwjgl) and that stuff. I could imagine, that you compare each pixel ...
5
votes
1answer
258 views

How to pass depth buffer from OGRE to CUDA?

I am using OGRE for rendering some objects. At every frame, I would like to pass the resulting depth buffer to CUDA for running some kernels on it and computing a result. How can I achieve this? How ...