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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2
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2answers
365 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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1answer
209 views

Why does my depth test fail on Nvidia cards?

I sent a test version of my in-development game to some friends, and they found out that the Depth Test in OpenGL does not work on Nvidia cards. I'm using LWJGL. I use my own matrices and send them ...
5
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1answer
965 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
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2answers
240 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
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1answer
385 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
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0answers
145 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
2k 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
629 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
639 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 ...
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vote
1answer
105 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
630 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
156 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 ...
0
votes
1answer
676 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
709 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
2k 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
231 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, ...
0
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2answers
116 views

Is it possible to read the frame to be output to the screen from GPU in XNA?

I want my XNA game to do its thing and at the end of the Draw() call read the the frame that is sent to the screen into memory (which in XNA would presumably be a Microsoft.Xna.Framework.Color[]). Is ...
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vote
2answers
335 views

How to render depthmap image in 3d?

I'm new to game development and XNA. I have this depthmap image and I want to render it in 3D, how do I do it, any tutorial or blog post would be helpful.
2
votes
1answer
401 views

My transparent objects overwrite opaque objects depth and always draw on top?

I have set up an 'Order Independent Transparency' method for drawing my transparent objects. The algorithm can be simplified as follows: DrawOpaqueObjects() DrawTransparentObjects() Drawing the ...
0
votes
4answers
2k views

What is the format of DXGI_FORMAT_D24_UNORM_S8_UINT?

I'm trying to read the values in a depth texture of type DXGI_FORMAT_D24_UNORM_S8_UINT. I know this means "24 bits for depth, 8 bits for stencil" "A 32-bit z-buffer format that supports 24 bits for ...
2
votes
1answer
451 views

Position Reconstruction from Depth by inverting Perspective Projection

I had some trouble reconstructing position from depth sampled from the depth buffer. I use the equivalent of gluPerspective in GLM. The code in GLM is: template GLM_FUNC_QUALIFIER detail::tmat4x4 ...
3
votes
2answers
160 views

How can I simulate multiple depth channels?

Here's what I'd like to achieve: Rendering a first pass of objects in my scene, using standard depth comparison Rendering another pass of objects in the same scene, but with the following rules: A ...
9
votes
1answer
164 views

What would be a good filter to create 'magnetic deformers' from a depth map?

In my project, I am creating a system for deforming a highly detailed mesh (clothing) so that it 'fits' a convex mesh. To do this I use depth maps of the item and the 'hull' to determine at what point ...
4
votes
3answers
744 views

When does depth testing happen?

I'm working with 2D sprites - and I want to do 3D style depth testing with them. When writing a pixel shader for them, I get access to the semantic DEPTH0. Would writing to this value help? It seems ...
3
votes
1answer
2k views

What are the valid DepthBuffer Texture formats in DirectX 11? And which are also valid for a staging resource?

I am trying to read the contents of the depth buffer into main memory so that my CPU side code can do Some Stuff™ with it. I am attempting to do this by creating a staging resource which can be read ...
1
vote
1answer
2k views

Early Z culling - Ogre

For Ogre experienced people, but also experts in the field: Early Z culling is sometimes quite desirable, and that's what I tried to do in Ogre by using a two pass material. The first one is writing ...
5
votes
1answer
760 views

Can I use the default depth buffer when drawing to FBO?

How to attach default depth buffer to FBO? How to use depth renderbuffer buffer attached to FBO (after drawing to it) as a default depth buffer? Basically I want to use the same depth buffer for both ...
1
vote
2answers
212 views

Direct3D9 application won't write to depth buffer

I've got an application written in D3D9 which will not write any values to the depth buffer, resulting in incorrect values for the depth test. Things I've checked so far: D3DRS_ZENABLE, set to TRUE ...
5
votes
2answers
816 views

How to deal with large depth buffer values due to extreme distances

Alright, this is semi-related to my last question here So I've got an really big coordinate system and need to handle rendering large astral bodies from extreme distances. My current approach ...
2
votes
3answers
3k views

Depth Buffer not working in XNA?

I'm stumped. I have been fighting this for about 2 hours now. Here are the interesting parts of my code: protected override void Update(GameTime gameTime) { // Allows the game to exit if ...
1
vote
1answer
931 views

Why are my scene's depth values not being written to my DepthStencilView?

I'm rendering to a depth map in order to use it as a shader resource view, but when I sample the depth map in my shader, the red component has a value of 1 while all other channels have a value of 0. ...
3
votes
1answer
1k views

Renderbuffer to GLSL shader?

I have a software that performs volume rendering through a raycasting approach. The actual raycasting shader writes the raycasted volume depth into a framebuffer object, through gl_FragDepth, that I ...
4
votes
1answer
861 views

The Depth buffer and Perspective

I'm having trouble understanding the behaviour of my OpenGL program; and in drawing my Z-Buffer out to the screen. It will probably be best to just start with code, here is my GLSL shader: in vec3 ...
3
votes
2answers
3k views

computing gl_FragDepth

I am trying to draw spheres using a billboard, so I have a normal map with a z component that I am sampling in my fragment shader. I just need to add this z component to the depth of my fragment to ...
3
votes
0answers
1k views

Sampling from depth texture causes shader to stop working [closed]

I'm currently having issues with depth textures. When I sample from a depth texture it causes my other samplers to fail. For example, when I set gl_FragColor manually the depth buffer is correct. I ...
2
votes
1answer
556 views

Writing the correct value in the depth buffer when using ray-casting

I am doing a ray-casting in a 3d texture until I hit a correct value. I am doing the ray-casting in a cube and the cube corners are already in world coordinates so I don't have to multiply the ...
3
votes
1answer
1k views

Drawing a depth map properly

I want to render a depth map by importing it from a file, then creating an array of vertices and indices, and then displaying it using a basic shader (just apply the view and projection matrices on it ...
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 ...
2
votes
2answers
1k 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 ...
8
votes
2answers
4k views

In OpenGL, how 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 depth buffer texture. The second pass uses the values in the depth buffer to control the application of a fragment shader. ...
10
votes
4answers
2k views

Shadow Mapping and Transparent Quads

Shadow mapping uses the depth buffer to calculate where shadows should be drawn. My problem is that I'd like some semi transparent textured quads to cast shadows - for example billboarded trees. As ...