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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12
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2answers
10k views

How do I use depth testing and texture transparency together in my 2.5D world?

Note: I've already found an answer (which I will post after this question) - I was just wondering if I was doing it right, or if there is a better way. I'm making a "2.5D" isometric game using OpenGL ...
11
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2answers
12k 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. ...
10
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4answers
4k views

Shadow Mapping and Transparent Quads

Shadow mapping uses the depth buffer to calculate where shadows should be drawn. My problem is that I'd like some semi transparent textured quads to cast shadows - for example billboarded trees. As ...
10
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1answer
4k views

Depth interpolation for z-buffer, with scanline

I have to write my own software 3d rasterizer, and so far I am able to project my 3d model made of triangles into 2d space: I rotate, translate and project my points to get a 2d space representation ...
10
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1answer
201 views

What would be a good filter to create 'magnetic deformers' from a depth map?

In my project, I am creating a system for deforming a highly detailed mesh (clothing) so that it 'fits' a convex mesh. To do this I use depth maps of the item and the 'hull' to determine at what point ...
9
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3answers
2k 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 Z=...
7
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1answer
3k 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 ...
6
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1answer
3k 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 ...
6
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1answer
606 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 ...
6
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1answer
6k views

What are the valid DepthBuffer Texture formats in DirectX 11? And which are also valid for a staging resource?

I am trying to read the contents of the depth buffer into main memory so that my CPU side code can do Some Stuff™ with it. I am attempting to do this by creating a staging resource which can be read ...
6
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1answer
2k views

Can I use the default depth buffer when drawing to FBO?

How to attach default depth buffer to FBO? How to use depth renderbuffer buffer attached to FBO (after drawing to it) as a default depth buffer? Basically I want to use the same depth buffer for both ...
5
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2answers
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How to deal with large depth buffer values due to extreme distances

Alright, this is semi-related to my last question here So I've got an really big coordinate system and need to handle rendering large astral bodies from extreme distances. My current approach ...
5
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3answers
3k views

Ray tracing and Z buffering in graphics

I am a high school student taking computer science as a subject, and someone who is very interested in the game development industry. I am currently writing an essay on Raytracing and Z-buffering by ...
5
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1answer
5k 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 ...
5
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1answer
2k views

Early Z-test / depth-test in DirectX 11

As a DirectX noob i'm trying to wrap my head around depth buffers and specifically how pixel shaders are called for obscured pixels. From what i understand, the rasterizer calls the pixel shader for ...
5
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1answer
4k views

using heightmap to simulate 3d in an isometric 2d game

I saw a video of an 2.5d engine that used heightmaps to do zbuffering. Is this hard to do? I have more or less no idea of Opengl(lwjgl) and that stuff. I could imagine, that you compare each pixel ...
5
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2answers
2k 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 ...
5
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1answer
1k 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 ...
5
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1answer
373 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 ...
5
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1answer
2k views

Slow glReadPixels

I have implemented a lense flare for my game, and it looks great. The first draft used individual sprites each with its own draw call. This was very slow, so I reengineered it to use a single draw ...
5
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0answers
1k 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 ...
4
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3answers
2k views

When does depth testing happen?

I'm working with 2D sprites - and I want to do 3D style depth testing with them. When writing a pixel shader for them, I get access to the semantic DEPTH0. Would writing to this value help? It seems ...
4
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2answers
6k 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 ...
4
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1answer
2k views

The Depth buffer and Perspective

I'm having trouble understanding the behaviour of my OpenGL program; and in drawing my Z-Buffer out to the screen. It will probably be best to just start with code, here is my GLSL shader: ...
4
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1answer
3k 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 ...
4
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1answer
220 views

Forcing early-z with raytracing

I'm working on a GLSL raytracer, and I need to be able to edit gl_FragDepth in the FS. However, doing so disables early-z culling. The scene is rendered front-to-back and the FS can only push points ...
4
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2answers
536 views

How can I simulate multiple depth channels?

Here's what I'd like to achieve: Rendering a first pass of objects in my scene, using standard depth comparison Rendering another pass of objects in the same scene, but with the following rules: A ...
4
votes
1answer
2k views

Drawing a depth map properly

I want to render a depth map by importing it from a file, then creating an array of vertices and indices, and then displaying it using a basic shader (just apply the view and projection matrices on it ...
4
votes
1answer
953 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 ...
4
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1answer
2k 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 ...
4
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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 ...
4
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4answers
362 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 ...
3
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1answer
2k 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
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2answers
3k 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. SOURCE: https://github.com/ilmattodel93/EaselJs-...
3
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2answers
2k views

Scan-Line Z-Buffering Dilemma

I have a set of vertices in 3D space, and for each I retain the following information: Its 3D coordinates (x, y, z). A list of pointers to some of the other vertices with which it's connected by ...
3
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1answer
75 views

Is it possible to record video, depth map and 6D pose of any games?

I'm not a game developer, but a researcher working on improving video quality in various contexts. For my current problem, I need to collect videos which have both RGB data as well as depth data. ...
3
votes
1answer
2k views

Renderbuffer to GLSL shader?

I have a software that performs volume rendering through a raycasting approach. The actual raycasting shader writes the raycasted volume depth into a framebuffer object, through gl_FragDepth, that I ...
3
votes
1answer
986 views

Writing the correct value in the depth buffer when using ray-casting

I am doing a ray-casting in a 3d texture until I hit a correct value. I am doing the ray-casting in a cube and the cube corners are already in world coordinates so I don't have to multiply the ...
3
votes
1answer
231 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 ...
3
votes
1answer
623 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 http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-...
3
votes
1answer
7k 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 ...
3
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0answers
310 views

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 ...
3
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0answers
536 views

Copying render target texture loses all depth [duplicate]

I have a render target RenderTargetScene that holds my scene texture with the scene's depth buffer ...
3
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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 ...
2
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2answers
5k views

How to clear a buffer to 1.0 instead of 0.0 in OpenGL?

Using glClear() you can set the buffer specified by the parameter to 0.0. This is useful say if you want pixels not covered by ...
2
votes
1answer
667 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 ...
2
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1answer
3k 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 ...
2
votes
2answers
1k views

Direct3D9 depth write without depth test

In OpenGL and Direct3D11 depth write is disabled if depth test is disabled. To enable depth write with out depth test in gl you must enable depth test with depth func always. OpenGL Even if the ...
2
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3answers
4k views

Depth Buffer not working in XNA?

I'm stumped. I have been fighting this for about 2 hours now. Here are the interesting parts of my code: ...
2
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2answers
1k views

Why is my depth buffer texture so bright?

https://www.youtube.com/watch?v=QuvAEqgHrMY&feature=youtu.be https://www.youtube.com/watch?v=5ob1JsPIGAs&feature=youtu.be ...