Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
slavik262
Posts: 753 Joined: Sun Nov 22, 2009 9:25 pm
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by slavik262 » Wed Jul 14, 2010 8:56 pm
Currently Irrlicht doesn't allow the user to access the internal z-buffer, forcing code that needs a depth buffer to spend another render pass using a depth shader to acquire one (i.e. XEffects). Is there any way that Irrlicht (in a future version) could expose the internal z-buffer?
slavik262
Posts: 753 Joined: Sun Nov 22, 2009 9:25 pm
Location: Wisconsin, USA
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by slavik262 » Mon Jul 19, 2010 4:47 am
Any response from the dev team?
hybrid
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by hybrid » Mon Jul 19, 2010 8:38 am
Yeah, that would be nice.
alexionne
Posts: 55 Joined: Fri Jun 22, 2007 9:55 am
Location: Novi Sad, Serbia
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by alexionne » Mon Jul 19, 2010 11:52 am
If someone finds way to access internal z-buffer of OpenGL/DirectX, please let me know
ent1ty
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Posts: 1106 Joined: Sun Nov 08, 2009 11:09 am
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by ent1ty » Mon Jul 19, 2010 12:08 pm
hybrid wrote: Yeah, that would be nice.
Well - it's up to you
Ion Dune
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by Ion Dune » Tue Jul 20, 2010 1:49 am
Well arguably since this is an open source project, its up to all of us too
DtD
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by DtD » Tue Jul 20, 2010 9:14 pm
Is it even possible to access the internal Z-buffer?
Lonesome Ducky
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by Lonesome Ducky » Tue Jul 20, 2010 10:22 pm
I seem to remember directx 10 had a method for getting the zbuffer as a texture, but it was often slower than writing to a texture yourself if I remember.
alexionne
Posts: 55 Joined: Fri Jun 22, 2007 9:55 am
Location: Novi Sad, Serbia
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by alexionne » Wed Jul 21, 2010 6:51 pm
DtD wrote: Is it even possible to access the internal Z-buffer?
With DirectX<=9 and OpenGL<3 it is not possible - you need to render your own z-buffer.
DtD
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by DtD » Thu Jul 22, 2010 12:35 am
Well if what Lonesome Ducky says is true, then it doesn't seem to matter since rendering our own Z-buffer seems to be better anyway.