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1 vote
1 answer
155 views

I need to clip an object in a ThreeJS scene using multiple clipping planes. I used the example – it's a great example with the Depth Peeling / Stencil Volume method, but I need to do the same thing ...
Alexandr Shchetinin's user avatar
0 votes
0 answers
61 views

I am writing an application to paint on SVG images. I am combining Macaw and Metal. But I am facing a problem that I am limited to painting only white areas in the SVG image. I am using black and ...
Trần Nghĩa's user avatar
2 votes
1 answer
82 views

If OpenGL FBOs have a provision for multiple colour targets with GL_COLOR_ATTACHMENT0 to GL_COLOR_ATTACHMENT31 but only one depth/stencil target with GL_DEPTH_STENCIL_ATTACHMENT, then how would I be ...
Komal Shashank's user avatar
0 votes
1 answer
114 views

In the engine I'm working with, I'm drawing some polygons to be used as a stencil for a portal of sorts, and I want to clip depth to it, in the sense that anything I draw after setting up the stencil, ...
Jordon Moss's user avatar
1 vote
0 answers
655 views

I am using Unity 2022.3.16f with the URP, and I want to create an effect where you can see through object A to object B, as shown in the attached image: Here is the shader code for object A: Shader &...
QingYu Mu's user avatar
0 votes
1 answer
502 views

The behavior I'm hoping to achieve here is to have my fragment shader write to gl_FragDepth and for a depth bounds test to be performed on that value before going on to a stencil test. There are a few ...
sgfw's user avatar
  • 356
0 votes
1 answer
938 views

I'm working in Unity URP, and I'm unfortunately struggling a bit with stencil shaders. I was wondering if someone would be able to identify where I'm making a misstep: Essentially, what I'm trying to ...
MartinTriesIt's user avatar
1 vote
1 answer
295 views

I am new to WebGPU, and I am trying to combine those two examples and put the text behind a mask: WebGPU Text Rendering and How to create a 2d clipping mask in webgpu? This is what I have tried so far,...
ccsacsa's user avatar
  • 23
0 votes
1 answer
209 views

Do stencil buffer can only be filled in by some hard-coded rules during geometry drawing (like depth buffer), or is it possible to fill it in completely programmatically with the help of full-screen ...
simd's user avatar
  • 2,069
1 vote
1 answer
202 views

I'm trying to render meshes with the points and edges as black lines and points, similar to a modeling engine like blender. I have 3 separate draw routines to draw points, lines, and faces (each face ...
BENG's user avatar
  • 161
-1 votes
1 answer
130 views

I'm forced to use legacy OpenGL and no shaders for an academic project (yes..). I'm rendering a 3D world with mountains and water. My goal (and problem) is to draw the skydome as reflection on the ...
Tides's user avatar
  • 17
3 votes
0 answers
182 views

I add samples: 4 and change gl.RGBA to gl.RGBA4 to enable antialias of first framebuffer attachment: const framebufferInfo = twgl.createFramebufferInfo(gl, [ { format: gl.RGBA4, type: gl....
plantain's user avatar
1 vote
1 answer
280 views

Here is normal stencil buffer 2d clipping result and one extra triangle: const code = ` struct VSIn { @location(0) pos: vec4f, }; struct VSOut { @builtin(position) pos: vec4f, }; @vertex fn ...
plantain's user avatar
3 votes
1 answer
787 views

I've been investigating a webgpu way to create a clipping mask. Here is what I tried: const pipeline1 = device.createRenderPipeline({ vertex: { module: basicShaderModule, entryPoint: '...
plantain's user avatar
0 votes
0 answers
120 views

Here's my situation: I'm using OpenGLES 3.0. I'm doing z-buffer shadow casting. HOWEVER, I also have some cuts in the scene that are done with a stencil buffer, i.e. to dig "holes" in the ...
KiraHoneybee's user avatar

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