[PD] (GEM) Getting the z-buffer value of a pixel in a rendered image
Jack
jack at rybn.org
Thu Jun 16 14:36:49 CEST 2011
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 each vertex).
> See example attached.
> You can change this example to apply the depth to alpha channel.
> ++
>
> Jack
>
>
> Le mercredi 15 juin 2011 à 17:09 -0400, Mathieu Bouchard a écrit :
> > 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 image of the scene as it would appear if it
> > > was captured by a depth sensor like a Kinect...
> >
> > How many bits do you expect the z-buffer to be, and how can that possibly
> > fit in any GEM pix structure ?
> >
> > AFAIK, only GridFlow, PDP and iemmatrix are equipped to handle that data.
> >
> > _______________________________________________________________________
> > | Mathieu Bouchard ---- tél: +1.514.383.3801 ---- Villeray, Montréal, QC
> > _______________________________________________
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