9
votes
2answers
6k views

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 ...
1
vote
2answers
921 views

Disabling depth write trashes the frame buffer on some GPUs

I sometimes disable depth buffer writing via glDepthMask(GL_FALSE) during the alpha rendering of a frame. That works perfectly fine on some GPUs (like the Motorola Droid's PowerVR), but on the HTC EVO ...
5
votes
2answers
3k views

In OpenGL 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 depthbuffer texture. The second pass uses the values in the depth buffer to control the application of a fragment shader. ...