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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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I should start by clarifying that when I say "Isometric" I am talking more broadly about top-down games that use a "cheat" to display things on a z-axis, rather than being limited ...
Sad Robot's user avatar
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I am new to DX12 and I am currently trying to get the depth buffer to work. I have done pretty much everything identical to blog posts I've seen online. I can also see that the ...
eli3D's user avatar
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I need to avoid z-fighting in exactly co-planar surfaces that are too close to the other solids. I'm re-implementing the Freescape engine in ScummVM (all my code is open-source, available here), and ...
Gustavo Grieco's user avatar
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I am using OpenGL to render sprites, using an orthographic projection. Each sprite has a position: (x, y, ...
Eilan Laken's user avatar
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I'm rendering in forward mode my scene with its depth buffer and because I'm using animated characters I'm plannig to find a way to use multiple rendertargets to do the directional shadow pass at the ...
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I can access the same with duplicating the cameras AND the rendertextures, but that seems like a lot of overkill of just getting the depth buffer. I don't need a very precise depth buffer, so it can ...
Dirk Boer's user avatar
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I have trouble applying early depth test in my engine, to prevent fragment shader to be (fully) executed for fragments that will be overwritten anyway, because other fragments, drawn later, will be in ...
HenriV's user avatar
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I forgot to write this C# code to enable depth from my camera: ...
OtakuFitness's user avatar
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I wrote the following surface shader. The idea is to increase the Z depth value of vertices, after projection. ...
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When I draw a road as is (stencil:off, depth:on,less), the results are like this - ; Then I tried adding stencil a test for the road: ...
USSRCoder's user avatar
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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. ...
Nagabhushan S N's user avatar
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I've created a depth texture in OpenGL (using C#) as follows: ...
Grimelios's user avatar
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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: ...
Martin Perry's user avatar
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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 "...
Gardener's user avatar
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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?
Szzzzb1's user avatar
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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 ...
Il'ya Zhenin's user avatar
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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 works,...
sdfsafasas's user avatar
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I need to read depth buffer back to cpu memory. It may be few frames old, so I use glReadPixels with a buffer bound to GL_PIXEL_PACK_BUFFER. I use several buffers and ping-pong them. Finally, I read ...
Tomas's user avatar
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I'm facing very strange issue. My code for world pos reconstruction works correctly when the viewport size is equal to window size (or framebuffer size in other words). Below is the part for ...
Harry's user avatar
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According to a Vulkan tutorial I am following, I will need to create a depth buffer in order to display a 3D cube: However, as far as I understand, depth buffers are used for the Z-buffering technique,...
bzm3r's user avatar
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Developer of the game explains how z-buffer works in Dwarf Fortress (loosely quoted): "If you clear the buffer every single frame, it kills the game. You have sort of a depth of field. You say I need ...
user68854's user avatar
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In the textbook I am reading, it talks about fragment tests that are performed when rendering. All of these tests involve comparing the current fragment x value (x can be alpha, color, etc.) with a ...
Ramachandra Junior's user avatar
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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 ...
Blue Bug's user avatar
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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"...
Celtc's user avatar
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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 ...
Michael Moon's user avatar