I'm making a 2D game using OpenGL. I want to do the drawing like, first I copy vertex data of all objects I want to draw into VBOs (one VBO per texture/shader), then draw each VBO in separate draw call. It seemed like a good idea, until I realized it will mess up drawing order - the draw calls won't necessarily be in order the objects were loaded into VBOs. I thought of using a depth buffer to sort items - every new object to draw will have slightly higher Z position. The question is, how much should I increment it to not run into any problems? AFAIK, there can be two kinds of problems - if I make it too large, then I will have limited number of objects I can draw in a single frame, and if I make it too small, the precision loss of the depth buffer might make overlapping images be drawn in wrong order. To summarize:
1) What should be front and back values of my orthographic projection? 0 to 1? -1 to 1? 1 to 2? Does it matter?
2) If I use 's nextafter() for incrementing Z position, what kind of trouble can I run into? How does OpenGL and depth buffer react to subnormal floats? If I started with std::numeric_limits::min(), and ended at 1, is there anything else I should worry about?
First and foremost, you need to know the bit-depth of your depth buffer. Generally the depth buffer is fixed-point, either 16-, 24- or 32-bit.
Given a fixed-point depth buffer and the default depth range [0,1] you can make every integer value represent a uniquely distinguishable depth by using an orthographic projection matrix with 0.0 for nearVal
and:
farVal
= 65535.0
farVal
= 16777215.0 // Most Common Configuration
farVal
= 4294967295.0
Then, you can assign your layered sprites up to farVal
+1-many different depths (always use an integer value for sprite depth and begin with 0) and not worry about the depth buffer not being able to distinguish between the layers. In other words, the precision of your depth buffer will dictate the maximum number of layers you can have.
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