New answers tagged depth-buffer
Whatever you want them to be. From the documentation: Each component is converted to floating point such that the minimum depth value maps to 0 and the maximum value maps to 1. Each component is then multiplied by GL_DEPTH_SCALE, added to GL_DEPTH_BIAS, and finally clamped to the range 0 1. Beyond the given ranges, it is up to you to interpret ...
Since you already have a sorted list of things to render (front to back) do you really need to increment the Z index? Can't you use "less or equal" for the "checking function"? This way it would actually check if a specific pixel was already drawn or not.
By swapping the near and far planes and inverting the depth test you may well be able to get sufficient precision out of a hardware depth buffer. http://outerra.blogspot.co.uk/2009/12/floating-point-depth-buffer.html You could also try rendering in multiple passes, with the far clip plane from one pass matching the near clip plane from the previous pass. ...
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