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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33 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. ...
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36 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 ...
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0answers
55 views

Shader - Objects Depth or Thickness

I am using Unity and would like to render the thickness of an object.My first thought was to use the ZBuffer and the depth but it is always depend to the camera, it seems legit.But I would like to ...
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0answers
49 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 ...
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1answer
87 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 ...
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1answer
54 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 ...
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1answer
49 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 ...
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2answers
102 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
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1answer
153 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 ...
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1answer
42 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
67 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
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1answer
156 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 ...
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2answers
104 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 ...
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1answer
406 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 ...
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0answers
45 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
249 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 ...
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vote
1answer
233 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 ...
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2answers
269 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
219 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 ...
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1answer
82 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
266 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: ...
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1answer
211 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 ...
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1answer
102 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 ...
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1answer
329 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
705 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 ...
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2answers
132 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 ...
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0answers
220 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 ...
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1answer
323 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
357 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
231 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 ...
2
votes
2answers
236 views

Direct3D9 depth write without depth test

In OpenGL and Direct3D11 depth write is disabled if depth test is disabled. To enable depth write with out depth test in gl you must enable depth test with depth func always. OpenGL Even if the ...
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0answers
125 views

Depth Test not working properly on Nvidia

So, I send a Development Test of my in-dev game to some friends, and they found out that the Depth Test in OpenGL does not work on Nvidia. I use my own matrices and sent them to the shader, and at ...
5
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1answer
756 views

Slow glReadPixels

I have implemented a lense flare for my game, and it looks great. The first draft used individual sprites each with its own draw call. This was very slow, so I reengineered it to use a single draw ...
2
votes
2answers
176 views

How scanline rendering finds an intersection with an object

I'm a newbie with graphics and after I read many articles on the web I still don't understand how in rasterizing from a pixel coordinate like (0;0) on the screen the intersection with an object (let's ...
0
votes
1answer
309 views

How to update “dynamicVertexBuffer” correctly with “setdata” on XNA?

I developed a small 3d games xna and uses a "DynamicVertexBuffer" and "DynamicIndexBuffer" to store and draw my vertices. Everything works fine, but my problem is the "Update" function where I update ...
2
votes
0answers
134 views

Best approach to depth streaming via existing codec [closed]

I'm working on a development system (and game) intended for games set mostly in static third-person views. We produce our scenery by CG and photographic techniques. Our background art is rendered ...
2
votes
2answers
879 views

How to clear a buffer to 1.0 instead of 0.0 in OpenGL?

Using glClear() you can set the buffer specified by the parameter to 0.0. This is useful say if you want pixels not covered by models to be black. Because vec3(0.0, 0.0, 0.0) results in black. But ...
4
votes
1answer
430 views

How do you display non-cutout transparent 2D textures with a depth buffer? (OpenGL)

I've been able to get my 2D renderer to display transparent cutout textures by testing the alpha of a fragment and discarding if it is less than 1 (or any fraction really). The problem is I want to ...
0
votes
1answer
537 views

Using depth buffer on a sprite

I am following this guide: http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:tiled_maps Trying to create a tiled map that also supports multiple layers. The guide says that a way is to use ...
1
vote
1answer
99 views

Drawing sprites messes up my model in XNA4

I have a model which draws correctly in XNA4. However if I try to add a background image (or any sprite), the rendering of my model is messed up. There are two problems with the rendering model is ...
0
votes
2answers
499 views

GLSL light coloring blocked surfaces

I have created a very simple lighting shader. It currently only supports point lights, but it lights up surfaces that are completely blocked from the light. I know why, but I want to know how I can ...
4
votes
1answer
139 views

Forcing early-z with raytracing

I'm working on a GLSL raytracer, and I need to be able to edit gl_FragDepth in the FS. However, doing so disables early-z culling. The scene is rendered front-to-back and the FS can only push points ...
3
votes
0answers
298 views

Annoying flickering of vertices and edges (possible z-fighting) [closed]

I'm trying to make a software z-buffer implementation (meaning no DirectX or OpenGL, only a 2D library, SDL to be precise), however, after I generate the z-buffer and proceed with the vertex culling, ...
-1
votes
1answer
505 views

Why distant objects are being drawn in front of close objects?

I am rendering two cubes in the space using XNA 4.0 and the layering of objects only works from certain angles. Here is what I see from the front angle (everything ok) Here is what I see from ...
3
votes
2answers
555 views

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 ...
8
votes
1answer
1k views

Depth interpolation for z-buffer, with scanline

I have to write my own software 3d rasterizer, and so far I am able to project my 3d model made of triangles into 2d space: I rotate, translate and project my points to get a 2d space representation ...
2
votes
0answers
218 views

Get Specific depth values in Kinect (XNA)

I'm currently trying to make a hand / finger tracking with a kinect in XNA. For this, I need to be able to specify the depth range I want my program to render. I've looked about, and I cannot see how ...
2
votes
1answer
1k views

Using SpriteBatch with BasicEffects and layerDepth creates negative Z values?

Simply: Why don't all of these sprites draw? What do I need to do to make them draw? I'm trying to use SpriteBatch.Draw with the layerDepth parameter to help reduce overdrawn. However I can't get it ...
3
votes
0answers
525 views

Copying render target texture loses all depth [duplicate]

I have a render target RenderTargetScene that holds my scene texture with the scene's depth buffer rtScene = new RenderTarget2D( graphicsDevice, ...