Questions tagged [depth-buffer]

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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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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2answers
3k views

color individual triangles on a mesh in Unity?

I am trying to use Unity to display a model and color some triangles on the model to high light those parts of the model. I have created a scene, with a camera, a light source and a cube. After the ...
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4answers
363 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. I ...
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Reading depth buffer result in only two values

I am attempting to add an SSAO post processing shader to my deferred rendering engine. I am running into problems with reading from the depth buffer. In the images linked below you can see the depth ...
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1answer
2k views

Difference between linear and logarithmic z-buffer

I've searched about this topic for awhile and i couldn't find it on google. I've come across several ways to avoid z-fighting which are linear z-buffer, logarithmic z-buffer and reversed z-buffer. I ...
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0answers
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Cheap way to soften contactpoint of character with ground

The view of my game is always semi topdown. I'm trying to make the contactpoint between characters and the floorplane more grounded without rendering hundreds of sprites. One thing that I think could ...
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0answers
660 views

How do you tell OpenGL ES 2.0 to use a texture as the depth buffer?

I want to render a scene with an outline post processing effect in OpenGL ES 2.0. First I render all the opaque objects. Then I use a post processing shader for silhouette detection that uses the ...
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0answers
263 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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42 views

OpenGL ES - render to texture - how to preserve original depth buffer

I render to texture and attach my own depth buffer that has texture target. However, after I finish rendering I would like to set original depth buffer back. To start rendering to texture I do: ...
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276 views

Improving Shadow

I need to improve the shadows in my scene. At a first look they don't look too bad: They look awful when the camera gets closer to them, showing weird artifacts. I would like to know what are the ...
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0answers
397 views

How to do Decal Clipping with OpenGL using Depth Buffer comparison?

Basically I'm already drawing decals on top of various flat surfaces and that works great. As soon as the decal approaches the edge of a surface, naturally it doesn't get clipped. Is there a way to ...
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0answers
920 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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1answer
1k 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 ...
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0answers
875 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 ...
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0answers
31 views

Z-Fighting mitigation performance overhead

Which of following approaches will have less performance overhead(using threejs renderer)? I am currently have an issue with z-fight for distant objects, while my near/far plane is already set to most ...
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29 views

View space positions from depth in DirectX

I have a depth texture and I'm trying to output the view space positions on the screen. In renderdoct I get the following image, and there are two 3D Models a plane and another model. I'm using an ...
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22 views

OpenGL Per-Object Outlining issues

I'm trying to draw onlines around the objects, the outlines for any object should be see though very other object, I've successfully been able to draw the outline but the pixels get discarded in the ...
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129 views

For drawing many layered 2D tiles, should one use the painter's algorithm, or Z-buffering?

Sorry if this question doesn't make sense, I'm still very new to WebGL / OpenGL. Basically, I'm trying to draw a tilemap similar to the one in Stardew Valley. Here's a screenshot from that game: https:...
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Z-Buffer Problem

I was working on my engine and while implementing post processing a very weird bug appeared. It seems to come from the Z-Test but I can't firgure out what exactly it is hapening First of all here's ...
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0answers
37 views

Punching holes through a texture and making them regenerate back again in an efficient way

I'm working on a prototype where the user can use the mouse to punch holes through a texture, making this texture see-through in that area for a certain amount of time. After that time, the hole will "...
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58 views

Implementing W-buffering in modern GPU

I was trying to figure out how perspective projection matrix works, and somehow I ended up in this rabbit hole of depth buffer precision. It seems to be some interest in a depth buffer where the ...
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0answers
25 views

How to always draw a child mesh in front of its parent mesh

I need to display a gizmo-like mesh at runtime, and it must be always in front of its target mesh. How can I achieve that?
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67 views

How to get depth buffer from PUBG?

I have no any experience in game development, I'm doing some research on machine learning tasks and for my project I need to know how to get depth buffer. I tried to google but haven't found relevant ...
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0answers
104 views

Part of the back side of a transparent object disappears

I did some blending and culling to get the image below. As you can see, it is messed up. On the right side of the image, only the front side of the mesh shows. On the left side of this image, it ...
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1answer
133 views

How can I write an additive mesh shader that splits the RGB channels while accounting for depth?

I'm trying to create a sort of "hologram" effect. So far, what I have is an additive, three-pass shader that uses ColorMask for each pass to separate the RGB channels. The problem is that doing so ...
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1answer
1k views

Drawing a grid over a terrain using a mesh - Shader Depth and Z-Buffer

What I'm trying to achieve is rendering a (huge) tile grid over a terrain. For that I'm using a generated mesh of quads, one for every tile, whose vertices Y value is the same of the terrain to "shape"...
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1answer
892 views

Direct3D11 Depth buffer problem

Encountered a strange error when using Direct3D11, feature level 10.0. If the depth buffer texture is created with the format DXGI_FORMAT_R24G8_TYPELESS, bind flag D3D11_BIND_DEPTH_STENCIL | ...
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242 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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1answer
832 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 ...