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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14 views

How to enable depth test with QOpenGLWidget? It renders black screen

Currently I am writing a small application with Qt and OpenGl and I choosed QOpenGLWidget for rendering graphics. That's how I declared my widget: class GLWidget : public QOpenGLWidget, protected ...
4
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1answer
372 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 ...
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1answer
49 views

Image-Space coherence of the z-buffer algorithm

I'm reading Hierarchical z-Buffer Visibility by Ned Greene et al. and they state that traditional Z buffering makes reasonably good use of image-space coherence in the course of scan conversion. ...
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1answer
183 views

An invisible object that deletes anything behind it?

I am using augmented reality to put a 3D object on top of a "camera detected" object. The 3D object can be though of as leaves that go above the real world object but also fall in front / behind / on ...
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1answer
165 views

Depth Peeling implementation problem: How to render the next layer? (OpenGL)

I try to implement order-independet transparency sticking to the pseudo code in the linked paper (page 4). I can't figure out how they are able to do this in OpenGL. I am rendering the scene two ...
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1answer
82 views

Is glxinfo saying that the 980 GTX doesn't support a 32 bit depth buffer?

I've been using the glxinfo command (glxinfo -v) to explore the supported framebuffer configurations. There are two values relating to depth, "depth" and "depthsize." According the source, it appears ...
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0answers
60 views

Is it possible to create a homemade depth buffer?

Studying the case of isometric rendering, I'm facing a big and well-known problem : depth sorting. After many researches it seems that without tile mapping or 'height-leveling' it's impossible to ...
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2answers
114 views

How to combine depth and stencil tests?

I have a continuous height-mapped mesh to represent landscape. I use the stencil test to create holes in the mesh. I draw holes to the stencil buffer and then use it to discard mesh fragments. ...
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0answers
64 views

Why does reverse depth buffering provide more precision? (with DXGI_FORMAT_D24_UNORM_S8_UINT Datatype layout)

I lately came around methods optimizing the use of the depth buffer, as the easiest solution reverse depth buffering is mentioned but I cannot wrap my head around why I would be gaining a better depth ...
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27 views

SlimDX 11: Setting Multiple Render Targets

I'm using SlimDX 11 in my managed Direct3D application. I would like to implement deferred shading. I'm having trouble when I try to set a depth stencil surface and multiple render targets at the same ...
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vote
1answer
187 views

Raymarching on a Hi-Z buffer in GLSL

So I'm trying to implement Screen Space Reflections using a Hierarchical z-Buffer in GLSL. I'm following the approach from GPU Gems 5 and the Frostbite presentation linked here ("Stochastic ...
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1answer
49 views

OpenGL: strange thing with depth and text rendering

TL;DR I render a scene with M,V,P matrices as always. Than I render something (in this case - text) without any matrices and using separate shaders pair on coordinates with Z = -1. Somehow it's ...
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2answers
96 views

Does Direct3D 11 enable Z-clipping/discard by default?

I'm rendering simple 2D figures in DirectX 11.1 and I cannot get Z-values to be rendered; all pixels with Z != 0 get discarded. I'm doing proper world transform as far as I know. X/Y translations ...
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1answer
29 views

Depth testing before fragment shader

Accoring to this, depth testing is usually performed after the fragment shader stage. Why is that? I thought that a fragment is sent with its depth value to the FS, then the depth test happens before ...
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1answer
50 views

How to use default framebuffer's depth/stencil when rendering to a texture?

Is it possible to use the default framebuffer depth buffer when rendering to a texture (instead of using a depth texture)? The Idea is to continue to render part of the scene normally but on a ...
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votes
1answer
114 views

Render scene depth to texture via FBO?

I'm trying to render my scene's depth via FBO and Render To Texture. I have a scene that I'm rendering to a texture, then render that texture to a fullscreen quad in a second pass using a fragment ...
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vote
1answer
90 views

OpenGL Picking: How to avoid entities?

I have a terrain and entities(npc, house...). I'm able to convert screen coordinates to world coordinates with the glReadPixels function: glReadPixels(mousePosition.x, mousePosition.y, 1, 1, ...
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2answers
4k 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 ...
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1answer
47 views

Write depth value to a render target

I want to write depth value to a render target, not depth buffer. So I output the clip space position from vertex shader and divide by w on pixel shader. Here is the code of how I do this // Vertex ...
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2answers
220 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 ...
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2answers
1k views

IsoMetric Map draw: sort with 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/ ...
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1answer
223 views

SSAO, depth buffer linearization (?)

I'm trying to implement SSAO in my application but it doesn't look as it should. I think that the problem is with depth buffer linearization but I tried almost all methods which I found on the Web and ...
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1answer
91 views

Strange depth map projection

I'm trying to implement depth-only SSAO and for that, I render a depth map into a texture and pass it to my SSAO shader which then uses it. The problem is that when I try to output the depth map ...
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0answers
222 views

OpenGL Depth Cubemap with Geometry Shader Not Rendering Correctly

I was having some trouble with cubemaps in OpenGL, and was hoping to get some help. I've been following a tutorial about point light shadow mapping using cubemaps, where a geometry shader is used to ...
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1answer
97 views

What are the units when reading depth using glReadPixels()?

Suppose I use glReadPixels() to read the depth of a pixel from the depth buffer. What are the units of this? Is it the distance from the camera? Or the distance from the near clip plane? And is the ...
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3answers
571 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 ...
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3answers
208 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 ...
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0answers
39 views

Drawing directly to XNA depth buffer

Is it possible to set the depth buffer (i.e. draw depth values directly) in XNA? All the examples I could find are showing how to render a 3D scene to a RenderTarget2D and get the depth information ...
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2answers
263 views

Render Occluded pixels to gray color

In 3d space, objects can be occluded by another objects. By depth testing, the occluded faces are skipped rendering. Only the nearest(smallest) depth value pixels are drawn. But, sometime we need to ...
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3answers
151 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 ...
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votes
1answer
504 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 ...
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1answer
2k 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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1answer
123 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); ...
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votes
1answer
850 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 ...
2
votes
1answer
255 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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votes
1answer
1k 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
1answer
74 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 ...
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vote
2answers
2k 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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votes
1answer
1k 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 ...
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vote
1answer
1k 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 ...
8
votes
2answers
5k 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. ...
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vote
1answer
4k 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, ...
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vote
1answer
266 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 ...
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votes
2answers
120 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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votes
1answer
935 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 ...
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votes
1answer
484 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 ...
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2answers
1k 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: ...
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vote
1answer
835 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
264 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 ...
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0answers
29 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, ...