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Latest DepthBuffer Activity

Need to clip depth to inside of

Found a solution. What I had was mostly correct, but I needed to flush the ZBuffer, then re-draw my portal triangles to the depth buffer after drawing the contents of the portal.

void RENDER_StartPolyStencil(vertexStruct* v, int n)
{
	glEnable(GL_STENCIL_TEST);
	glDepthMask(GL_TRUE);

	glStencilMask…
3,771 views
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I'm working on screen space shadows in an OpenGL/C++ renderer, and I've been having this weird erroneous shadowing artifact. Here's a video of the artifact in action. Notice how the screen space shadows that I want to see are rendering correctly, just with a lot of artifacts on top. This means ther…

3,755 views

Create a depth-stencil state with DepthEnable set to false, set it on the context, and then draw your object.

4,487 views
Depth in Depth buffer texture is always 1

I think I solved it, Instead of loading, I sampled, using float values instead of integers, then I made the depth linear which in return gave me correct values.

3,790 views
Z fighting in skybox

Green_Baron said:

This happened to me when a set the depth compare to less. Setting it to lessorequal calmed the fighting …

That fixed it. Thank you.

5,055 views
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