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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.

1 vote
1 answer
122 views

I'm making a 2.5D game in Pygame with an oblique top-down view, where you can see both the top and front sides of the objects/environment, similar to top-down JRPGs and 2D Zelda games: (Graphical ...
Sad Robot's user avatar
0 votes
1 answer
70 views

I have already done someting like this for texturecube but here I don't understand what I'm doing wrong. I have the first chance exception error message. Below how I proceed: create a texture for ...
philB's user avatar
  • 333
1 vote
2 answers
217 views

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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0 votes
1 answer
301 views

Gotot 4.2 Sprite3D is very useful for representing 2D objects within the gameworld. However, when billboarded (Y-billboard), 3D Sprites are prone to clipping into the floor/walls/other 3D models they ...
Noideas's user avatar
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3 votes
0 answers
408 views

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
1 vote
0 answers
94 views

I have a Unity URP project and in the Scriptable Render Pipeline, I would like to create a RenderTexture and pass the depth and color buffer of the camera object as ...
Fox1942's user avatar
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0 votes
0 answers
297 views

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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1 answer
152 views

I would like to change the layer depth of objects, so that the player can go behind them. Right now it looks like this when the player is behind the object: The problem is that the layer depth doesn'...
Kuvaitt's user avatar
0 votes
1 answer
68 views

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 ...
philB's user avatar
  • 333
0 votes
0 answers
103 views

I'm trying to achieve rendering to multiple targets with multiple viewports. Currently it does not work possibly because I have a single depth buffer so a first write to it with a specific viewport ...
philB's user avatar
  • 333
2 votes
0 answers
345 views

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
  • 149
1 vote
1 answer
796 views

I have implemented the Z pre-pass technique into my engine, leading to a 2x performance improvement in a test scene. However, the technique darkens the objects (but not the skybox), introduces z-...
HenriV's user avatar
  • 67
1 vote
1 answer
1k views

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
  • 67
0 votes
2 answers
2k views

As far as I know you normally can't read and write to the same render target in the same shader pass. But if I understand correctly, depth tests rely on depth writes of things being drawn in the same ...
Buretto's user avatar
  • 145
0 votes
1 answer
526 views

I forgot to write this C# code to enable depth from my camera: ...
OtakuFitness's user avatar

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