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OpenGL: Mask z-buffer for Portal Rendering

Started by January 31, 2000 10:48 AM
0 comments, last by NextS 25 years, 1 month ago
For rendering portals. The simplified code looks like: 1.Render Scene. 2.Render Portal into the scene, with z=zFar where zTest passes 3.Render Portal''s contents 4.Render Portal with correct depth. 5.Process the rest of the Portals. So step number 2 makes my head ache. Any suggestions ? NextS
Solved it,
I simply had to limit the zBuffer writes to z-far
via the glDepthRange() func.

NextS
P.S. Well, there''s still another problem left,
but I''ll fix that too.

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