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Request for direct access to z-buffer
Posted: Wed Jul 14, 2010 8:56 pm
by slavik262
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?
Posted: Thu Jul 15, 2010 12:00 am
by 3DModelerMan
Yeah, that would be nice.
Posted: Mon Jul 19, 2010 4:47 am
by slavik262
Any response from the dev team?
Posted: Mon Jul 19, 2010 8:38 am
by hybrid
Yeah, that would be nice.
![Wink :wink:](./images/smilies/icon_wink.gif)
Posted: Mon Jul 19, 2010 11:52 am
by alexionne
If someone finds way to access internal z-buffer of OpenGL/DirectX, please let me know
![Wink ;-)](./images/smilies/icon_wink.gif)
Posted: Mon Jul 19, 2010 12:08 pm
by ent1ty
hybrid wrote:Yeah, that would be nice.
![Wink :wink:](./images/smilies/icon_wink.gif)
Well - it's up to you
![Smile :)](./images/smilies/icon_smile.gif)
Posted: Tue Jul 20, 2010 1:49 am
by Ion Dune
Well arguably since this is an open source project, its up to all of us too
![Laughing :lol:](./images/smilies/icon_lol.gif)
Posted: Tue Jul 20, 2010 9:14 pm
by DtD
Is it even possible to access the internal Z-buffer?
Posted: Tue Jul 20, 2010 10:22 pm
by Lonesome Ducky
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.
Posted: Wed Jul 21, 2010 6:51 pm
by alexionne
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.
Posted: Thu Jul 22, 2010 12:35 am
by DtD
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.