Well, the question is very simple, so I hope that the answer might also be (I am going for "glass half full" mentality): I want to see my OpenGL graphics rendered not by their color or textures, but by their z-buffer value. I.e. closer pixels are darker, distant are brighter (or vice versa if easier). Like this image from Wikipedia: http://en.wikipedia....le:Z_buffer.svg (the lower one, of course). I already have the code to draw the things I want, but it draws it in color and textures. I want to see the Z-buffer instead.
What are my options?
- Viewing Profile: Topics: Limedark
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Topics I've Started
Rendering the depth buffer?
03 March 2012 - 02:25 PM
PBuffer Alpha
22 August 2011 - 12:38 PM
(Edit: No worry, I found the answer. And the answer is "I'm dumb" :-P I'll see if I can delete this silly question and save face :-D )
Hello, I came to this place from Neon Helium's excellent lessons/tutorials, and if someone here can help me even a fraction of how much the NeHe page has, I will be forever grateful, and humbled :-)
I am dabbling with one of the few non-NeHe sources I have located for a project of mine. It deals with PBuffers: http://www.codesampl...rc/oglsrc_7.htm (I use the version #1 code they have).
I have made it work, and it works rather nicely, but a problem remains: When I use my dynamically updated texture (the one that is derived from the pbuffer), the alpha background becomes non-alpha, a flat surface using the color of the window (i.e. not the pbuffer) for background. If I reduce pbuffer glClearColor's alpha, it simply blends the two set background colors together, it does _not_ make the dynamic texture transparent :-( All other texture alphas work without any problems. It's only the dynamic texture, and I do not know why...
I will spare you the entirety of my setup, but this is the basic settings for the main window:
For anything you may think, thanks in advance :-)
Hello, I came to this place from Neon Helium's excellent lessons/tutorials, and if someone here can help me even a fraction of how much the NeHe page has, I will be forever grateful, and humbled :-)
I am dabbling with one of the few non-NeHe sources I have located for a project of mine. It deals with PBuffers: http://www.codesampl...rc/oglsrc_7.htm (I use the version #1 code they have).
I have made it work, and it works rather nicely, but a problem remains: When I use my dynamically updated texture (the one that is derived from the pbuffer), the alpha background becomes non-alpha, a flat surface using the color of the window (i.e. not the pbuffer) for background. If I reduce pbuffer glClearColor's alpha, it simply blends the two set background colors together, it does _not_ make the dynamic texture transparent :-( All other texture alphas work without any problems. It's only the dynamic texture, and I do not know why...
I will spare you the entirety of my setup, but this is the basic settings for the main window:
glEnable(GL_TEXTURE_2D); glShadeModel(GL_SMOOTH); glClearColor(0.5f, 0.75f, 1.0f, 0.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);... and this is what the pbuffer works with:
glEnable(GL_TEXTURE_2D); glShadeModel(GL_SMOOTH); glClearColor(1.0f, 1.0f, 1.0f, 0.4f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);I'm not skilled enough to do anything more elegant, but it has taken me pretty far, and I would love it if something or someone could let me go farther, by helping me enable dynamic texture transparency!
For anything you may think, thanks in advance :-)
Small problem with the lessons (all of them, I think)
14 August 2011 - 03:18 PM
I'm a big fan, and happy to see the site is still active, considering how long these lessons have been my guiding C++ light!
One thing, people who use Dev-C++ get a 404 when clicking lesson download. Seems a pesky "/data/lessons/" got pasted in between 'de' and 'vc' in the whole bunch
Also, would you consider having the lesson names appear when mouseovering the list on the main page? That was a really great feature of the old site. Other than that, you guys/gals rock, bigtime ;D
Limedark
One thing, people who use Dev-C++ get a 404 when clicking lesson download. Seems a pesky "/data/lessons/" got pasted in between 'de' and 'vc' in the whole bunch
Also, would you consider having the lesson names appear when mouseovering the list on the main page? That was a really great feature of the old site. Other than that, you guys/gals rock, bigtime ;D
Limedark
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