a technique used in 3D graphics to ensure that only the objects closest to the viewer are drawn in a scene.
Questions tagged [depth-testing]
121 questions
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THREEJS: Depth order between Mesh object with shader material (with volume rendering) and other mesh objects is always wrong
I'm using Threejs to create a medical-volume-rendering app. I'm using a shadermaterial to define the volume rendering of a body and for the single rois (region of interest) and other extern objects I'm using basic or phong-materials with defined…

Michel
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How to convert 2d(x,y) cooridinates into 3d(x,y,z) coordinates using python and point cloud?
I have been using this github repo: https://github.com/aim-uofa/AdelaiDepth/blob/main/LeReS/Minist_Test/tools/test_shape.py
To figure out how this piece of code can be used to get x,y,z coordinates:
def reconstruct_3D(depth, f):
"""
…
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How to get 3D coordinates from depth maps
I can get the depth map from depth estimation which uses supervised or unsupervised learning, but here is an obstacle that I want to get 3D coordinates from depth maps. If anyone can provide some suggestions.

Feona
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Vulkan Instanced Rendering Weird Depth Buffer Behaviour
I am rendering a single mesh test object that contains 8000 cubes, 1 monkey, and 1 plane. I checked normals and winding orders. all seems correct for mesh.
if I render a single instance, the depth buffer works correctly. if I render using instanced…

aramok
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gray color ranges of a disparity image keeps on fluctuating
I have been working on stereophotogrammetry to find depth data using OpenCV. I did the calibration and got the intrinsic, extrinsic, and distortion parameters to find the disparity map. Using these parameters, I rectified the images and used them to…

AMEYA KONKAR
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Using alpha blending for depth testing
I only have partially opaque/transparent but not translucent sprites in my scene. My approach would be to render the scene to an FBO with a simple fragment shader writing gl_FragCoord.z for opaque- or 1.0 for transparent regions to gl_FragColor.a,…

ichi
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Opengl Skybox Depth Buffer Hides the scene
Depth Buffer was working fine Until I added the Skybox, now it hides all my world(scene) and only renders the skybox when hiddenDepth=False...
The issue is clearly the skybox as I checked it by removing skybox...
Display Function below
static void…

BeingHumayun
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openGL - converting a non-linear depth buffer to a linear depth buffer
According to the thread on this page, The equation given for calculating the depth buffer:
F_depth = 1/z - 1/n/(1/f - 1/n)
is non-linear only because of the perspective divide.(Note that this is a combination of from the view-space z coord to…

horxCoder
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N depth map texture in single shader
I have a shader 1 depth map texture attached to it.
glGenFramebuffers(1, &depthMapFrameBuffer);
glGenTextures(1, &depthMapTexture);
glBindTexture(GL_TEXTURE_2D, depthMapTexture);
glTexImage2D(GL_TEXTURE_2D, 0,…

aramok
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How to check the depth of every object field in Javascript
I have a navigation function in my React Native app, that outputs to the console all the arguments passed to it in the developer's mode, and sometimes i sent a big store to the arguments and it can not be output. Get the error about the cyclic…

jocoders
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How to measure distance between mobile phone and the object being photographed?
I am trying to obtain the distance between mobile and object for an application where I want to convert a 2D photograph to 3D object, I have the following doubts:
Is there a way to get the distance between the lens of the mobile phone and the…

TShashank
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Doing a per-fragment DEPTH_TEST in OpenGL
I can toggle depth testing on/off in OpenGL using glEnable( GL_DEPTH_TEST );
But this switches the test on/off for the entire draw call.
I would like to control the test on a per-fragment basis.
This is to achieve the following effect: in a…

Bram
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Depth Buffer Not Working With Multiple Shader Programs
I am writing a 3D graphics renderer in C++ using OpenGL-ES for a handheld system and I am utilizing a decal (texture) shader, as well as a color-fill shader. I have two render passes where I use the respective program and use Array/Element buffers…

Daniel Bailey
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HLSL modifying pixel depth without skipping z-culling
I'm attempting to write a ray-tracing based shader where for each pixel of a quad I calculate the origin and direction of the ray from the camera and test for intersection with my scene (currently a sphere).
If intersection occurs I want to set the…

Byker Dave
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Unity3d mobile shader transparency issue
My 3D object is overlapping itself with alpha when using a custom shader in Unity3D (Unlit version):
It should look something like this instead:
Shader "Custom/Shader1" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
…

kkl
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