Is it possible to access depth buffer via pixel shader 2.0 in DX 9.0c? I\'ve google\'d a bit and the only solution I\'ve found describe GPU hack that works only on GeForce 6 & 7.
Here are my settings for opengl, incase they matter: glViewport(0,0,w,h); //w=800, h=600 glShadeModel(GL_SMOOTH);
I\'m writing small application that recieves pretransformed vertices and display them on screen. FVF for vertice is defined as (and I can\'t change it)
This is a bit more of an academic question. Indeed I am preparing for a an exam and I\'m just trying to truly understand this concept.
I have a two coplanar polygons. I tried doing. glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(0,1); and expected one to be distinctly \"on top of\" the other.
I am currently implementing my own renderer usi开发者_JAVA百科ng the Z-Buffer algorithm. Once I have done the necessary calculations (read: My Z-Buffer is filled with the correct values) I use SDL to
I\'m having problems with drawing in OpenGL and I need开发者_运维问答 to see exactly what values are being placed in the depth buffer. Can anyone tell me how to retrieve these values?
So I\'m working on a game in Java 3D and I\'m implementing health bars that hover above units. I started by drawing a quad at a 3D point above the unit\'s location and applying a Billboard behavior t
I\'m making a software rasterize开发者_开发问答r, and I\'ve run into a bit of a snag: I can\'t seem to get perspective-correct texture mapping to work.