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Tagged with fragment-shader depth-buffer
4 questions
0
votes
1
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179
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How can I write an additive mesh shader that splits the RGB channels while accounting for depth?
I'm trying to create a sort of "hologram" effect. So far, what I have is an additive, three-pass shader that uses ColorMask for each pass to separate the RGB channels. The problem is that doing so ...
3
votes
1
answer
775
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Shadow mapping. I don't understand what to do after creating the depth texture
I'm taking an intro to computer graphics course, so this is something we haven't touched on.
I am reading this tutorial http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-...
6
votes
1
answer
5k
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using heightmap to simulate 3d in an isometric 2d game
I saw a video of an 2.5d engine that used heightmaps to do zbuffering.
Is this hard to do? I have more or less no idea of Opengl(lwjgl) and that stuff.
I could imagine, that you compare each pixel ...
2
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0
answers
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Best approach to depth streaming via existing codec [closed]
I'm working on a development system (and game) intended for games set mostly in static third-person views. We produce our scenery by CG and photographic techniques. Our background art is rendered ...