a technique used in 3D graphics to ensure that only the objects closest to the viewer are drawn in a scene.
As a DirectX noob i'm trying to wrap my head around depth buffers and specifically how pixel shaders are called …
optimization directx directx-11 depth-buffer depth-testingI am having difficulty understanding the meaning of the first parameter in glPolygonOffset function. void glPolygonOffset(GLfloat factor, GLfloat units); …
c opengl graphics depth-buffer depth-testing