Le jeudi 16 juin 2011 à 14:21 +0200, Jack a écrit :
It is possible to use shader to define the z-buffer.
What i mean is not z-buffer but depth of a vertex.
++
Jack
gl_ModelViewMatrix * gl_Vertex gives the eye coordinate position of each
vertex (it is what we need here to define the depth of
2011/6/16 Jack j...@rybn.org:
Le jeudi 16 juin 2011 à 14:21 +0200, Jack a écrit :
It is possible to use shader to define the z-buffer.
What i mean is not z-buffer but depth of a vertex.
Yeah that's exactly what I was looking for.
I thought that depth was what is saved in the z-buffer. My
On Fri, 10 Jun 2011, Matteo Sisti Sette wrote:
Is there a way in GEM to take a snapshot of a rendered scene (such as
with pix_snap) and save the z-buffer information, for example saving it
as an extra channel? (e.g. have the z value saved as the alpha channel)?
I'm interested in getting an
Hi,
Is there a way in GEM to take a snapshot of a rendered scene (such as
with pix_snap) and save the z-buffer information, for example saving it
as an extra channel? (e.g. have the z value saved as the alpha channel)?
I'm interested in getting an image of the scene as it would appear if it