Sign in to follow this  
MZP

Depth map error

Recommended Posts

Hello, I'm trying to render the depth buffer to a texture and while it is working I get some strange results. The problem is that the depth value is mostly white. It's only until I get extremely close that it darkens, and even then it never gets specially dark. In my application I have a water plane where I am currently rendering the depth of the underlying terrain, that's why the attached image might look a bit weird. I realize I haven't provided much info, but I don't even know where to begin. Camera range goes from 1 to 1000. The code that sets up the render target was more or less copied from Frank D Luna's DirectX book. http://img21.imageshack.us/img21/9341/depthmaperror.png

Share this post


Link to post
Share on other sites
I see, thanks.

I increased the distance to the near clip plane
and got somewhat better results. The weird thing
is that the sample code I use for reference (Frank
D Luna's code) has a much closer near clip plane
and yet his depth map look a lot better.
(http://www.d3dcoder.net/Images/Book3/chap13.jpg)

Can I 'linearize' it somehow?

Share this post


Link to post
Share on other sites
Quote:
Original post by MZP
Can I 'linearize' it somehow?


Look at the equation in the section 'The Resolution of Z' in the link I posted. Rearrange the equation to find 'd'.

Share this post


Link to post
Share on other sites
If you want to store linear depth, you can just store something other than post-projection z/w. For instance you could take the z component of the view-space pixel position and divide it by the distance to your far-clip plane.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this