How exactly can I do a Z buffer prepass with openGL.
I'v tried this:
glcolormask(0,0,0,0); //disable color buffer
//draw scene
glcolormask(1,1,1,1); //reenable color buffer
//draw scene
//flip buffers
But it doesn't work. after doing this I do not see anything. What is the better way to do this?
Thanks
// clear everything
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// z-prepass
glEnable(GL_DEPTH_TEST); // We want depth test !
glDepthFunc(GL_LESS); // We want to get the nearest pixels
glcolormask(0,0,0,0); // Disable color, it's useless, we only want depth.
glDepthMask(GL_TRUE); // Ask z writing
draw()
// real render
glEnable(GL_DEPTH_TEST); // We still want depth test
glDepthFunc(GL_LEQUAL); // EQUAL should work, too. (Only draw pixels if they are the closest ones)
glcolormask(1,1,1,1); // We want color this time
glDepthMask(GL_FALSE); // Writing the z component is useless now, we already have it
draw();
You're doing the right thing with glColorMask.
However, if you're not seeing anything, it's likely because you're using the wrong depth test function. You need GL_LEQUAL, not GL_LESS (which happens to be the default).
glDepthFunc(GL_LEQUAL);
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