What happens if the depth test fails OpenGL?

What happens if the depth test fails OpenGL?

If the test fails, the fragment is discarded. If the test passes, the depth buffer will be updated with the fragment’s output depth, unless a subsequent per-sample operation prevents it (such as turning off depth writes ). In order to use the depth test, the current Framebuffer must have a depth buffer.

How big is the depth buffer in OpenGL?

In most systems you’ll see a depth buffer with a precision of 24 bits. When depth testing is enabled OpenGL tests the depth value of a fragment against the content of the depth buffer. OpenGL performs a depth test and if this test passes, the depth buffer is updated with the new depth value.

Which is the default depth function in learnopengl?

glDepthFunc (GL_LESS); The function accepts several comparison operators that are listed in the table below: By default the depth function GL_LESS is used that discards all the fragments that have a depth value higher than or equal to the current depth buffer’s value. Let’s show the effect that changing the depth function has on the visual output.

What are the depth values in the depth buffer?

Depth value precision The depth buffer contains depth values between 0.0 and 1.0 and it compares its content with the z-values of all the objects in the scene as seen from the viewer. These z-values in view space can be any value between the projection-frustum’s near and far plane.

Which is the default value for glClear in OpenGL?

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); The default clear value for the depth is 1.0f, which is equal to the depth of your far clipping plane and thus the furthest depth that can be represented. All fragments will be closer than that, so they will no longer be discarded.

How does stencil testing work in OpenGL-depth?

Stencil testing is enabled with a call to glEnable, just like depth testing. You don’t have to add this call to your code just yet. I’ll first go over the API details in the next two sections and then we’ll make a cool demo. Regular drawing operations are used to determine which values in the stencil buffer are affected by any stencil operation.