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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2answers
108 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
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2answers
104 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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0answers
15 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 ...
3
votes
2answers
46 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 ...
2
votes
1answer
137 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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vote
3answers
46 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 ...
8
votes
3answers
228 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 ...
2
votes
1answer
459 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
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 ...
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vote
1answer
63 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); ...
2
votes
1answer
151 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
218 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 ...
5
votes
1answer
371 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
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0answers
49 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
50 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 ...
1
vote
2answers
510 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 ...
0
votes
1answer
130 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
563 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
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. ...
1
vote
1answer
1k 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
216 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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vote
2answers
507 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/ ...
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votes
0answers
128 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 ...
2
votes
2answers
98 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 ...
0
votes
1answer
179 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
134 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 ...
0
votes
2answers
642 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
255 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
189 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
26 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
0answers
38 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
126 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 ...
2
votes
1answer
346 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 ...
1
vote
0answers
165 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 ...
5
votes
1answer
263 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 ...
1
vote
1answer
101 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
293 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 ...
0
votes
1answer
63 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
107 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
375 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
204 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
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
330 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 ...
2
votes
1answer
739 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 ...
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 ...
4
votes
1answer
658 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 ...
2
votes
0answers
147 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 ...
0
votes
1answer
135 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
491 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 ...
0
votes
1answer
126 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 ...