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Increased precision when rendering depth map
In OpenGL, I'm trying to render a depth map that doesn't loose precision with fa away objects.
Do you know of any way I can accomplish this task?
My approach so far: I tried the "reverse depth&qu...
Lilla
Votes: 0
Answers: 0
Why is only 1 Depth/Stencil buffer needed, even when the swap chain is tripple buffered DirectX12
I am learning DirectX12 programming. And one thing that has me confused is in all the tutorials I read, they only create a single depth/stencil buffer even when triple/double buffering is used with th...
yosmo78
Votes: 0
Answers: 1
How to correctly work with the range of depth data obtained from render-to-texture?
I'm doing some customized 2D rendering to depth buffer that connects to a texture of internal format GL_DEPTH_STENCIL. In fragment shader, the normalized Z value (only 0.0 to 1.0 is used, I'm lazy) is...
jiandingzhe
Votes: 0
Answers: 0
Framebuffer not completing on GL_DEPTH_ATTACHMENT render to texture
I'm attempting shadow mapping in OpenGL, and have been unable to render specifically GL_DEPTH_ATTACHMENT to a frame buffer. glCheckFramebufferStatus does not return complete but only when targeting th...
Celeste Soueid
Votes: 0
Answers: 1