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Directx how to account for alpha blending in depth test
I am trying to implement a simple way to render particles in my toy app. I'm rendering billboarding quads with alpha blending, but this causes a problem with the depth stenciling where parts of the qu...
Gregor Sattel
Votes: 0
Answers: 1
Direct3D11 depth test LESS_EQUAL not working as expected
How is it possible that a fragment is generated, passes the depth test but isn't written to the current render target?
This is the pixel history I see if I capture a frame in RenderDoc:
The fragment ...
leone ruggiero
Votes: 0
Answers: 0
OpenGL depth testing and blending not working simultaniously
I'm currently writing a gravity-simulation and I have a small problem displaying the particles with OpenGL.
To get "round" particles, I create a small float-array like this:
for (int n = 0; ...
Paul Aner
Votes: 0
Answers: 1