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6
votes
Accepted
How will the z-buffers have the same values even if polygons are sent in different order?
What your teacher means is that at the end of the frame, once all polygons in the scene have been drawn, the z-buffer will have the same values. This is because the z-buffer keeps the minimum Z within …
1
vote
Accepted
Generate Hi-Z buffer using single PSO and single UAV
The code for mip1 and mip2 (and higher mips if you have them—SSR ray marching can benefit a lot from higher mips) is identical except for which mip is being read and written; you don't need separate P …
2
votes
Accepted
OpenGL in CodeBlocks with GNU GCC compiler not recognising some constants
It sounds like your version of the opengl.h header is too old, and doesn't include the declarations for functions and constants from newer versions. Despite that the OpenGL implementation in the drive …
10
votes
Accepted
What modern real-time rendering applications still use fragment shader depth writes / late-Z?
Any techniques that involve raytracing in the fragment shader might want to write Z in order that the depth buffer contain an accurate representation of the raytraced surface. For example:
Distance- …
1
vote
Layer rendering in Vulkan
I think you may be overcomplicating things with your idea of using the stencil. In 2D graphics layers, we usually do not need to use the depth buffer to resolve depth order between 2D elements (their …
5
votes
Accepted
Perspective correct interpolation z-buffer
Yes, that's correct. Perspective-correct interpolation works by (for some quantity $u$ to be interpolated) calculating $u/z$ and $1/z$ at each vertex, linearly interpolating those values in screen spa …