The depth tag has no wiki summary.
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How do I ensure my skybox is always in the background, with OpenGL?
I created a skybox in OpenGL (through LWJGL), but the only way I found to render it behind all objects was to make it very big. This leads to ugly edges between the 6 skybox planes.
Optimally, I ...
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2answers
180 views
Simulating 3D height in 2D scene (also shadows)
I recently stumbled across this http://vimeo.com/99118680 video and was stunned by the beautiful painted art and colors. But mostly I couldn't believe how everything appeared to have three dimensions ...
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AS3 - At exactly 23 empty alpha channels, images below stop drawing
I noticed, while trying to draw large numbers of circles, that occasionally, there would be some kind of visual bug where some circles wouldn't draw properly. Well, I narrowed it down, and have ...
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1answer
86 views
XNA 4.0 HLSL - strange depth map
I want to draw my pre-rendered depth map to the scene.
I get my depth value in the following way:
basically (Pixel Shader)
// Depth is stored as distance from camera / far plane distance, 1-d for ...
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0answers
24 views
opengl output to texture with 4 levels of depth
i'm building a game where transparency is important.
I can live with being restricted to four levels of depth and my current plan is to do two passes:
1. render everything to a texture using ...
2
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0answers
64 views
How to set “near” value properly?
Usually, the camera's near value is set to sth like 0.1f. However, this (assuming 1.0f = 1 metre) makes everything that's closer than 10 cm from the camera invisible. On the other hand, when working ...
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2answers
221 views
How do I handle game objects with two depths?
I want to be able to do what you see in the image, but with a single wall. The player should be able to walk on either side of the same object. That is, the same wall is below the hero when I go ...