FAQ/Depth Buffer: Difference between revisions

From OpenGL Wiki
< FAQ
Jump to navigation Jump to search
m (Categorizing)
(Start on cleanup.)
Line 1: Line 1:
; [[Enable Depth Buffering]] : How do I make depth buffering work?
== Enabling depth buffering ==
 
In order to use depth buffering, the following must occur:.
 
* The current framebuffer, whether an [[Framebuffer Object|FBO]] or the [[Default Framebuffer|default framebuffer]], must have a depth buffer.
* Depth testing must be enabled. This is done by calling {{code|glEnable(GL_DEPTH_TEST)}}.
* The depth range zNear and zFar must be set properly. Use {{code|glDepthRange}} to set these values.
* The depth buffer must be cleared when appropriate. This can be done by using glClear with the GL_DEPTH_BUFFER_BIT (along with glClearDepth to set the value that it will be cleared to). glClearBuffer can also be used to clear specific buffers.
 
== Depth buffer precision ==
{{main|Depth Buffer Precision}}
 
; [[Depth Buffer and Perspective Rendering]] : Depth buffering doesn't work in my perspective rendering. What's going on?
; [[Depth Buffer and Perspective Rendering]] : Depth buffering doesn't work in my perspective rendering. What's going on?
; [[Write Image To Depth Buffer]] : How do I write a previously stored depth image to the depth buffer?
; Write Image To Depth Buffer : How do I write a previously stored depth image to the depth buffer?
; [[Depth Buffer Precision]] : Depth buffering seems to work, but polygons seem to bleed through polygons that are in front of them. What's going on?
: Why is my depth buffer precision so poor?
: Why is there more precision at the front of the depth buffer?
: There is no way that a standard-sized depth buffer will have enough precision for my astronomically large scene. What are my options?
; How do I turn off the zNear clipping plane? : See [http://www.opengl.org/resources/faq/technical/clipping.htm#0050 this question] in the Clipping section.
; How do I turn off the zNear clipping plane? : See [http://www.opengl.org/resources/faq/technical/clipping.htm#0050 this question] in the Clipping section.
; An article about depth buffer precision http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html
; An article about depth buffer precision http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html


{{stub}}


[[Category:Framebuffer]]
[[Category:Framebuffer]]
[[Category:Depth Buffering]]

Revision as of 08:32, 11 April 2011

Enabling depth buffering

In order to use depth buffering, the following must occur:.

  • The current framebuffer, whether an FBO or the default framebuffer, must have a depth buffer.
  • Depth testing must be enabled. This is done by calling glEnable(GL_DEPTH_TEST).
  • The depth range zNear and zFar must be set properly. Use glDepthRange to set these values.
  • The depth buffer must be cleared when appropriate. This can be done by using glClear with the GL_DEPTH_BUFFER_BIT (along with glClearDepth to set the value that it will be cleared to). glClearBuffer can also be used to clear specific buffers.

Depth buffer precision

Depth Buffer and Perspective Rendering
Depth buffering doesn't work in my perspective rendering. What's going on?
Write Image To Depth Buffer
How do I write a previously stored depth image to the depth buffer?
How do I turn off the zNear clipping plane?
See this question in the Clipping section.
An article about depth buffer precision http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html