Hello... Two questions of Z-buffer..

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Post: #1
HI LOL

1- How can I see the Num of bits in my Z buffer (16,24,32?)....

2- OPENGL uses a formula (with z-near, z-far, etc...) to calculate the z-buffer values (in the range 0..1).
How can obtain this formula?....


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Thanks
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Simon Schoelly
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Post: #2
1. glGetIntegerv(GL_DEPTH_BITS, pointer), pointer must be a pointer to a GLint array. The result will be writen into that array. But normaly you select the number of bit when you choose your pixel format.
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Sage
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Joined: 2002.10
Post: #3
Keep in mind the number of bits you ask for might not be the number of bits you actually get.
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Oldtimer
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Joined: 2002.09
Post: #4
As for depth calculation formula, I think it's z/w (the fourth coordinate of a vector) with respect to the near plane in some way, but I can't find it. I think it's in the red book somewhere, though.

Oh, try "man glDepthRange" in the terminal. However, why do you want this formula? Why isn't just the Z values OK? Perhaps there is a better way to do what you want?
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alert
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Post: #5
When change z-near or z-far values in a ortho view , the behavior of depht-values is a non-linear function (is a exponential function in the range 0..1)..
I want the control of this function!!!!!
So , this... I need obtain the formula how Z-buffer obtain the values, to make linear this function (or almost) .... hehe

Thanks
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Sage
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Joined: 2002.10
Post: #6
The formula is given in the GL spec, section 2.11.1 "Controlling the Viewport":

z = [(f - n)/2]zd + (n + f)/2

where n and f are the near and far planes specified by glDepthRange, and zd is the normalized device Z after MVP.

You can not change this formula in the fixed-function GL pipeline. Of course in a fragment program you are free to write any depth value you choose, although this will have detrimental effects on performance on hardware that performs early-Z rejection.

You still haven't said what you're trying to do, though. There may be a better solution.
See for example one, two, three, four.
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