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