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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
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