depth-buffer

Why do we have to clear depth buffer in OpenGL during rendering?

浪子不回头ぞ 提交于 2019-12-04 18:43:40
问题 I was trying to run an OpenGL code, it didn't have GL_DEPTH_BUFFER_BIT cleared in glClear(), because of which I couldn't render my scene. I added this bit, and the scene was rendered. Why is it necessary to use this clear bit? I may know the reason for this, to clear the depth buffers values used by GPU previously, but i just want to confirm. 回答1: The Depth Buffer holds the "depth" of the pixel in the scene. When OpenGL renders your geometry, each fragment (pixel) is compared against the

OpenGL es 2.0 Read depth buffer

爱⌒轻易说出口 提交于 2019-12-04 09:37:28
问题 As far as i know, we can't read the Z(depth) value in OpenGL ES 2.0. So I am wondering how we can get the 3D world coordinates from a point on the 2D screen? Actually I have some random thoughts might work. Since we can read the RGBA value by using glReadPixels, how about we duplicate the depth buffer and store it in a color buffer(say ColorforDepth). Of course there need to be some nice convention so that we don't lose any information of the depth buffer. And then when we need a point's

Why do we have to clear depth buffer in OpenGL during rendering?

↘锁芯ラ 提交于 2019-12-03 12:02:52
I was trying to run an OpenGL code, it didn't have GL_DEPTH_BUFFER_BIT cleared in glClear(), because of which I couldn't render my scene. I added this bit, and the scene was rendered. Why is it necessary to use this clear bit? I may know the reason for this, to clear the depth buffers values used by GPU previously, but i just want to confirm. The Depth Buffer holds the "depth" of the pixel in the scene. When OpenGL renders your geometry, each fragment (pixel) is compared against the depth buffer's value at that point. If that fragment has a z value lower than the one in the buffer, it becomes

How to efficiently copy depth buffer to texture on OpenGL ES

南楼画角 提交于 2019-12-03 03:51:44
I'm trying to get some shadowing effects to work in OpenGL ES 2.0 on iOS by porting some code from standard GL. Part of the sample involves copying the depth buffer to a texture: glBindTexture(GL_TEXTURE_2D, g_uiDepthBuffer); glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 0, 0, 800, 600, 0); However, it appears the glCopyTexImage2D is not supported on ES. Reading a related thread , it seems I can use the frame buffer and fragment shaders to extract the depth data. So I'm trying to write the depth component to the color buffer, then copying it: // clear everything glClear(GL_COLOR

OpenGL es 2.0 Read depth buffer

[亡魂溺海] 提交于 2019-12-03 03:42:40
As far as i know, we can't read the Z(depth) value in OpenGL ES 2.0. So I am wondering how we can get the 3D world coordinates from a point on the 2D screen? Actually I have some random thoughts might work. Since we can read the RGBA value by using glReadPixels, how about we duplicate the depth buffer and store it in a color buffer(say ColorforDepth). Of course there need to be some nice convention so that we don't lose any information of the depth buffer. And then when we need a point's world coordinates , we attach this ColorforDepth color buffer to the framebuffer and then render it. So

OpenGL ES write depth data to color

a 夏天 提交于 2019-12-02 19:21:07
问题 I'm trying to implement DepthBuffer-like functionality using OpenGL ES on Android. In other words I'm trying to get the 3D point on surface that is rendered on point [x, y] on the user device. In order to make that I need to be able to read the distance of the fragment at that given point. Answer in different circumstances: When using normal OpenGL you could achieve this by creating FrameBuffer and then attach either RenderBuffer or Texture with depth component to it. Both of those approaches

OpenGL ES write depth data to color

余生颓废 提交于 2019-12-02 11:19:29
I'm trying to implement DepthBuffer-like functionality using OpenGL ES on Android. In other words I'm trying to get the 3D point on surface that is rendered on point [x, y] on the user device. In order to make that I need to be able to read the distance of the fragment at that given point. Answer in different circumstances: When using normal OpenGL you could achieve this by creating FrameBuffer and then attach either RenderBuffer or Texture with depth component to it. Both of those approaches use glReadPixels , with internal format of GL_DEPTH_COMPONENT to retrieve the data from the buffer

How to correctly render coincident polygons in OpenGL (ES)

坚强是说给别人听的谎言 提交于 2019-12-01 03:37:59
I understand that by setting the depth function in OpenGL ES one can control how overlapping geometries are rendered in a 3D scene. I use gl.depthFunc(gl.LEQUAL) (webgl) in my code. However when two sets of polygons are coincident and are of different color, the resulting surface turns out to be an arbitrary mixed pattern of the two colors (which changes as the camera location changes, hence leads to flickering). Take a look at this image: How can I fix this? I have tried different depthFunc values, but none of them solves this problem. I would like the coincident polygons to have single color

How to correctly render coincident polygons in OpenGL (ES)

≡放荡痞女 提交于 2019-12-01 00:16:51
问题 I understand that by setting the depth function in OpenGL ES one can control how overlapping geometries are rendered in a 3D scene. I use gl.depthFunc(gl.LEQUAL) (webgl) in my code. However when two sets of polygons are coincident and are of different color, the resulting surface turns out to be an arbitrary mixed pattern of the two colors (which changes as the camera location changes, hence leads to flickering). Take a look at this image: How can I fix this? I have tried different depthFunc

How can I read the depth buffer in WebGL?

 ̄綄美尐妖づ 提交于 2019-11-30 19:48:49
Using the WebGL API, how can I get a value from the depth buffer, or in any other way determine 3D coordinates from screen coordinates (i.e. to find a location clicked on), other than by performing my own raycasting? Several years have passed, these days the WEBGL_depth_texture extension is widely available... unless you need to support IE. General usage: Preparation: Query the extension (required) Allocate a separate color and depth texture ( gl.DEPTH_COMPONENT ) Combine both textures in to a single framebuffer ( gl.COLOR_ATTACHMENT0 , gl.DEPTH_ATTACHMENT ) Rendering: Bind the framebuffer,