FAQ/Depth Buffer

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Revision as of 08:32, 11 April 2011 by Alfonse (talk | contribs) (Start on cleanup.)
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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