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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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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 ge …
asked Apr 5 '15 by Raptormeat
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It appears that this may not be possible, as noted in this blog post about the Outerra engine. I successfully moved the log depth buffer calculations into the vertex shader. This solved my problem wi …
answered Apr 6 '15 by Raptormeat