WebNov 12, 2024 · Using alpha blending for depth testing. I only have partially opaque/transparent but not translucent sprites in my scene. My approach would be to render the scene to an FBO with a simple fragment shader writing gl_FragCoord.z for opaque- or 1.0 for transparent regions to gl_FragColor.a, then blending the alpha with … WebOct 19, 2012 · 1. I have extracted the depth map of 2 images and stored them as .tif file. now I would like to use openGL to join these two images depending on their depth. so I want to read the depth for each image from the .tif file and then use that depth to draw the pixel with the higher depth. to make it more clear the depth map are two images like this ...
opengl - GLSL, manual depth test - Stack Overflow
WebApr 11, 2024 · GLSL具有大多数我们从诸如C语言等语言中知道的默认基本类型:int,float,double,uint 和 bool。 GLSL还具有两种容器类型,我们将经常使用,即向量和矩阵。 Vectors. 在GLSL中,向量是一个包含2、3或4个基本类型组件的容器。它们可以采用以下形式(n表示组件数量): WebGLSL 4 provides the ability to configure how the depth test is performed. This gives us additional control over how and when fragments are tested against the depth buffer. … atlanta djs
Configuring the depth test OpenGL 4 Shading Language …
WebApr 9, 2024 · Now both textures are distinguished via last attrib pointer, one float 0.0f for first texture, 1.0f for second one (and are converted to int to be used as index inside shader). But in the output, only the first one, namely the logo.png (as it is set first via Bind2DTexture (0, logo_id); will be drawn, whereas chessboard.png will not. WebAug 16, 2024 · Yon can render "on top" in 2 passes with 2 different Depth Test conditions e.g. GL_LESS / GL_GEQUAL. yes, that's the idea. I don't want to disturb the main … WebJul 29, 2012 · To do the above, we would do this: GLuint program = glCreateProgram (); glAttachShader (program, some_shader); glBindVertexAttrib (program, 3, "position"); glLinkProgram (program); You can set multiple attributes. Indeed, you can set multiple attribute names to the same index. atlanta dj dead