Jump to content
  • Advertisement
Sign in to follow this  
Deathscythe

Disableing Depth writing in shader

This topic is 4817 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Is there any way to have a GLSL fragment shader not write that fragment's depth value to the depth buffer. I want to emulate doing this: glDepthMask(GL_FALSE) Render() glDepthMask(GL_TRUE) with SetMyShader() Render() SetSomeOtherShader() Thanks in advance

Share this post


Link to post
Share on other sites
Advertisement
Short answer: No.

Long answer: You can write to the depth in the shader, and then set the depth to VERY far away for some pixels, which would emulate depth mask off...
But, just enabling so you can write to depth in a shader slows it down alot. No early z-pass etc.


Why _not_ use glDepthMask..? :)

Good luck!

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!