The depth tag has no usage guidance.
0
votes
1answer
82 views
Why does my disable z-depth test shader do not work?
I wrote the following shader which purpose is to force draw a mesh over the rest, regardless z-depth :
Shader "Custom/AlwaysOnTop"
{
SubShader
{
Tags { "Queue"="Overlay" "RenderType"...
1
vote
2answers
69 views
Why is my depth buffer texture so bright?
https://www.youtube.com/watch?v=QuvAEqgHrMY&feature=youtu.be
https://www.youtube.com/watch?v=5ob1JsPIGAs&feature=youtu.be
gluPerspective(60, (float)CONTEXT_WIDTH / CONTEXT_HEIGHT, 0.1f, 1.f);...
1
vote
1answer
114 views
How to enable depth test with QOpenGLWidget? It renders black screen
Currently I am writing a small application with Qt and OpenGl and I choosed QOpenGLWidget for rendering graphics.
That's how I declared my widget:
class GLWidget : public QOpenGLWidget, protected ...
2
votes
1answer
76 views
How to get depth of vertex in 0 - 1 range
I want to get the depth of vertex in 0 to 1 range(like it done in the shader) and I do it like this
D3DXVec3TransformCoord(&vertex, &vertex, &wvp);
depth = vertex.z;
It works(...
4
votes
1answer
312 views
Layering with slopes in Unity 2D isometric scene
I'm newer to Unity so bear with me. I'm using Unity2D and so far I have my character up and walking around, colliding properly with his surroundings, and I've implemented an effective "isometric ...
3
votes
1answer
146 views
Ideal draw order - sort primarily by distance or material?
When it comes to pre-sorting the draw calls for a given frame, I am aware of two different methods for optimising.
The first is to batch draw calls by their material. This minimises shader changes ...
1
vote
0answers
107 views
How to make dynamic DOF from mouse position in Unity 5?
I found a video a while ago for how to make a dynamic DOF in unity. It fires rays from the camera and positions an empty at the location that the ray first hit. How can I change this so that it doesn'...
0
votes
1answer
405 views
SSAO, depth buffer linearization (?)
I'm trying to implement SSAO in my application but it doesn't look as it should. I think that the problem is with depth buffer linearization but I tried almost all methods which I found on the Web and ...
3
votes
1answer
109 views
Strange depth map projection
I'm trying to implement depth-only SSAO and for that, I render a depth map into a texture and pass it to my SSAO shader which then uses it.
The problem is that when I try to output the depth map ...
4
votes
0answers
324 views
OpenGL Depth Cubemap with Geometry Shader Not Rendering Correctly
I was having some trouble with cubemaps in OpenGL, and was hoping to get some help. I've been following a tutorial about point light shadow mapping using cubemaps, where a geometry shader is used to ...
1
vote
1answer
378 views
What's wrong with my HLSL depth shader?
I'm trying to render depth texture in XNA 4.0. I'm read few different tutorials several times and realy cannot understand what I'm doing wrong.
Depth shader:
float4x4 WVPMatrix;
struct ...
2
votes
1answer
1k views
Creating polygons with separate outline/fill colors in OpenGL
Subject
I am creating a terrain map with triangle strips and I would like to make the bodies of the triangles black, but have their outlines be colored.
Problem
The solution appears to be to draw ...
1
vote
1answer
283 views
GUI.Box z-index for mouseover
So I am drawing an inventory with slots like so:
private void DrawItemSlotAndAttachActions(Item currentItem, Rect slotRectangle, Event e, int itemSlotPosition)
{
if (!(currentItem is ...
1
vote
0answers
65 views
XNA Billboards dont have correct depth
Im back again with yet another problem :( My current problem is with my billboard effect. Im having trouble trying to get the depth correct so that billboards that are closer to the player are ...
0
votes
2answers
313 views
Z-Value of clip-space position is always 1.0
I render a lot of quads on the screen into z direction (20 x 2000). I want to get the depth value in a final render target. But it looks like z is always 1.0f. I checked the result with the OpenGL ...
1
vote
1answer
240 views
Applying statements to a single instance in Game Maker?
I'm currently in the process of making a platformer, and am currently in the process of creating "depth" into my game, by making Up/Down-W/S control your depth. (Come closer to screen, go further).
...
-1
votes
2answers
208 views
OpenGL Depth Test Errors [closed]
I've been working on this problem for a while now.
My problem is that the sphere in the top image, is under-lapping the plane which should have a lower Z value. Although, when depth testing is ...
2
votes
3answers
1k views
How to handle tiles on top of players
I am creating an 2d bird view tile game using the pixijs render framework.
Like pokemon or oldtime zelda.
In those games you sometimes walk behind buildings where the tile would be drawn on top of ...
1
vote
2answers
613 views
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 ...
0
votes
2answers
987 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 ...
2
votes
1answer
342 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 ...
0
votes
0answers
35 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 ...
7
votes
2answers
450 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 down ...