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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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 ...
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Copying render target texture loses all depth
I have a render target RenderTargetScene that holds my scene texture with the scene's depth buffer
rtScene = new RenderTarget2D(
graphicsDevice,
...
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Sampling from depth texture causes shader to stop working
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 ...
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181 views
Annoying flickering of vertices and edges (possible z-fighting)
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, ...
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137 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 ...
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680 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 ...
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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 ...
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Best approach to depth streaming via existing codec
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 ...