How to correctly render coincident polygons in OpenGL (ES) - opengl-es

I understand that by setting the depth function in OpenGL ES one can control how overlapping geometries are rendered in a 3D scene. I use gl.depthFunc(gl.LEQUAL) (webgl) in my code.
However when two sets of polygons are coincident and are of different color, the resulting surface turns out to be an arbitrary mixed pattern of the two colors (which changes as the camera location changes, hence leads to flickering). Take a look at this image:
How can I fix this? I have tried different depthFunc values, but none of them solves this problem. I would like the coincident polygons to have single color, it doesn't matter which one.

This is called z-fighting, and is related to two objects being rendered at the same depth, but rounding errors (and depth buffer precision) occasionally popping one in front of the other. One solution available to you is to use the glPolygonOffset function:
http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPolygonOffset.xml
You can see an example of it in use at the bottom of this page:
http://www.glprogramming.com/red/chapter06.html

What you experience is called Z fighting and unfortunately there's not definitive solution against it. What happens is, that due to the limited precision of the depth buffer, rounding errors occur and either one of the primitives "win" the depth test operation. Changing the depth function will just toggle the colours in the fighting pattern, but not remove it.
One method to get rid of the Z fighting is using polygon offset http://www.opengl.org/wiki/Basics_Of_Polygon_Offset
Unfortunately polygon offset introduces its own share of problems.

Try changing your z-near to be farther from zero in your call to gluPerspective:
void gluPerspective(
GLdouble fovy,
GLdouble aspect,
GLdouble zNear,
GLdouble zFar);
From this website:
http://www.opengl.org/resources/faq/technical/depthbuffer.htm
Depth buffering seems to work, but polygons seem to bleed through polygons that are in front of them. What's going on?
You may have configured your zNear and zFar clipping planes in a way
that severely limits your depth buffer precision. Generally, this is
caused by a zNear clipping plane value that's too close to 0.0. As the
zNear clipping plane is set increasingly closer to 0.0, the effective
precision of the depth buffer decreases dramatically. Moving the zFar
clipping plane further away from the eye always has a negative impact
on depth buffer precision, but it's not one as dramatic as moving the
zNear clipping plane.

Try messing with glPolygonOffset(factor, units). This page might help.

Related

Matrix.frustumM causing problems not being able to set the near draw distance to zero

When setting the OpenGLES draw distance using Matrix.frustumM I notice that you can’t set the near draw distance to zero and any value less than 1 gives really weird distortion. Setting the near distance to 1 works fine most of the time but when the camera moves closer to objects than this distance it looks horrible because they are not drawn (or a portion of them is not drawn). Is there anything that can be done about this?
Many thanks for your time.
Not much can be done actually. The near and far clipping planes clip the pixels closer to near or further then far. Beside this the near is a bit special as it defines your field of view with the combination of the border parameters (left, right, up and down). So if you had a quad with same coordinates as those border if would be full-screen when exactly near away. Because of this the near plane can not be zero or even negative as for instance an object that would be at zero units away using a frustum would appear to be scaled infinitely.
Still you can use values smaller then 1 without having some strange artifacts. What you should do is look at some examples on how to define the frustum by setting a field of view. Generally you define your angle (a field of view) for one of the dimensions like 45 degrees in width, then you define your near and far as you please but both should be positive. Now use the trigonometry to compute the left and right using the angle and near and use the same values for up and down but scaled by screen (view) ratio. By doing so you will have no difference as in distortion when changing the near parameter.

Webgl texture atlas

I would like to ask for help concerning the making of the WEBGL Engine. I am stuck at the Texture Atlases. There is a texture, containing 2-2 pictures, and I draw its upper left corner to a vertex (texture coordinates are the following : 0-0.5 0-0.5).
This works properly, although when I look the vertex from afar, all of these blur together, and give strange looing colours. I think it is caused, because I use automatically generated Mipmap, and when I look it from afar, the texture unit uses the 1x1 Mipmap texture, where the 4 textures are blurred together to one pixel.
I was suggested the Mipmap’s own generator, with maximum level setting, (GL_TEXTURE_MAX_LEVEL),, although it is not supported by the Webgl. I was also suggested to use the „textureLod” function in the Fragment Shader, but the Webgl only lets me to use it in the vertex shader.
The only solution seems to be the Bias, the value that can be given at the 3rd parameter of the Fragment Shader „texture2D” function, but with this, I can only set the offset of the Mipmap LOD, not the actual value.
My idea is to use the Depth value (the distance from the camera) to move the Bias (increase it , so it will go more and more negative) so this insures, that it won’t use the last Mipmap level at greater distances, but to always take sample from a higher resolution Mipmap level. The issue with this, that I must calculate the angle of the given vertex to the camera, because the LOD value depends on this.
So the Bias=Depth + some combination of the Angle. I would like to ask help calculating this. If someone has any ideas concerning the Webgl Texture Atlases, I would gladly use them.

three.js - Overlapping layers flickering

When several objects overlap on the same plane, they start to flicker. How do I tell the renderer to put one of the objects in front?
I tried to use .renderDepth, but it only works partly -
see example here: http://liveweave.com/ahTdFQ
Both boxes have the same size and it works as intended. I can change which of the boxes is visible by setting .renderDepth. But if one of the boxes is a bit smaller (say 40,50,50) the contacting layers are flickering and the render depth doesn't work anymore.
How to fix that issue?
When .renderDepth() doesn't work, you have to set the depths yourself.
Moving whole meshes around is indeed not really efficient.
What you are looking for are offsets bound to materials:
material.polygonOffset = true;
material.polygonOffsetFactor = -0.1;
should solve your issue. See update here: http://liveweave.com/syC0L4
Use negative factors to display and positive factors to hide.
Try for starters to reduce the far range on your camera. Try with 1000. Generally speaking, you shouldn't be having overlapping faces in your 3d scene, unless they are treated in a VERY specific way (look up the term 'decal textures'/'decals'). So basically, you have to create depth offsets, and perhaps even pre sort the objects when doing this, which all requires pretty low-level tinkering.
If the far range reduction helps, then you're experiencing a lack of precision (depending on the device). Also look up 'z fighting'
UPDATE
Don't overlap planes.
How do I tell the renderer to put one of the objects in front?
You put one object in front of the other :)
For example if you have a camera at 0,0,0 looking at an object at 0,0,10, if you want another object to be behind the first object put it at 0,0,11 it should work.
UPDATE2
What is z-buffering:
http://en.wikipedia.org/wiki/Z-buffering
http://msdn.microsoft.com/en-us/library/bb976071.aspx
Take note of "floating point in range of 0.0 - 1.0".
What is z-fighting:
http://en.wikipedia.org/wiki/Z-fighting
...have similar values in the z-buffer. It is particularly prevalent with
coplanar polygons, where two faces occupy essentially the same space,
with neither in front. Affected pixels are rendered with fragments
from one polygon or the other arbitrarily, in a manner determined by
the precision of the z-buffer.
"The renderer cannot reposition anything."
I think that this is completely untrue. The renderer can reposition everything, and probably does if it's not shadertoy, or some video filter or something. Every time you move your camera the renderer repositions everything (the camera is actually the only thing that DOES NOT MOVE).
It seems that you are missing some crucial concepts here, i'd start with this:
http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/
About the depth offset mentioned:
How this would work, say you want to draw a decal on a surface. You can 'draw' another mesh on this surface - by say, projecting a quad onto it. You want to draw a bullet hole over a concrete wall and end up with two coplanar surfaces - the wall, the bullet hole. You can figure out the depth buffer precision, find the smallest value, and then move the bullet hole mesh by that value towards the camera. The object does not get scaled (you're doing this in NDC which you can visualize as a cube and moving planes back and forth in the smallest possible increment), but does translate in depth direction, ending up in front of the other.
I don't see any flicker. The cube movement in 3D seems to be super-smooth. Can you try in a different computer (may be faster one)? I used Chrome on Macbook Pro.

performance - drawing many 2d circles in opengl

I am trying to draw large numbers of 2d circles for my 2d games in opengl. They are all the same size and have the same texture. Many of the sprites overlap. What would be the fastest way to do this?
an example of the kind of effect I'm making http://img805.imageshack.us/img805/6379/circles.png
(It should be noted that the black edges are just due to the expanding explosion of circles. It was filled in a moment after this screen-shot was taken.
At the moment I am using a pair of textured triangles to make each circle. I have transparency around the edges of the texture so as to make it look like a circle. Using blending for this proved to be very slow (and z culling was not possible as they were rendered as squares to the depth buffer). Instead I am not using blending but having my fragment shader discard any fragments with an alpha of 0. This works, however it means that early z is not possible (as fragments are discarded).
The speed is limited by the large amounts of overdraw and the gpu's fillrate. The order that the circles are drawn in doesn't really matter (provided it doesn't change between frames creating flicker) so I have been trying to ensure each pixel on the screen can only be written to once.
I attempted this by using the depth buffer. At the start of each frame it is cleared to 1.0f. Then when a circle is drawn it changes that part of the depth buffer to 0.0f. When another circle would normally be drawn there it is not as the new circle also has a z of 0.0f. This is not less than the 0.0f that is currently there in the depth buffer so it is not drawn. This works and should reduce the number of pixels which have to be drawn. However; strangely it isn't any faster. I have already asked a question about this behavior (opengl depth buffer slow when points have same depth) and the suggestion was that z culling was not being accelerated when using equal z values.
Instead I have to give all of my circles separate false z-values from 0 upwards. Then when I render using glDrawArrays and the default of GL_LESS we correctly get a speed boost due to z culling (although early z is not possible as fragments are discarded to make the circles possible). However this is not ideal as I've had to add in large amounts of z related code for a 2d game which simply shouldn't require it (and not passing z values if possible would be faster). This is however the fastest way I have currently found.
Finally I have tried using the stencil buffer, here I used
glStencilFunc(GL_EQUAL, 0, 1);
glStencilOp(GL_KEEP, GL_INCR, GL_INCR);
Where the stencil buffer is reset to 0 each frame. The idea is that after a pixel is drawn to the first time. It is then changed to be none-zero in the stencil buffer. Then that pixel should not be drawn to again therefore reducing the amount of overdraw. However this has proved to be no faster than just drawing everything without the stencil buffer or a depth buffer.
What is the fastest way people have found to write do what I am trying?
The fundamental problem is that you're fill limited, which is the GPUs inability to shade all the fragments you ask it to draw in the time you're expecting. The reason that you're depth buffering trick isn't effective is that the most time-comsuming part of processing is shading the fragments (either through your own fragment shader, or through the fixed-function shading engine), which occurs before the depth test. The same issue occurs for using stencil; shading the pixel occurs before stenciling.
There are a few things that may help, but they depend on your hardware:
render your sprites from front to back with depth buffering. Modern GPUs often try to determine if a collection of fragments will be visible before sending them off to be shaded. Roughly speaking, the depth buffer (or a represenation of it) is checked to see if the fragment that's about to be shaded will be visible, and if not, it's processing is terminated at that point. This should help reduce the number of pixels that need to be written to the framebuffer.
Use a fragment shader that immediately checks your texel's alpha value, and discards the fragment before any additional processing, as in:
varying vec2 texCoord;
uniform sampler2D tex;
void main()
{
vec4 texel = texture( tex, texCoord );
if ( texel.a < 0.01 ) discard;
// rest of your color computations
}
(you can also use alpha test in fixed-function fragment processing, but it's impossible to say if the test will be applied before the completion of fragment shading).

How to create a shader to mask using a degree offset from a central point?

I'm a little bit lost, and this is somewhat related to another question I've asked about fragment shaders, but goes beyond it.
I have an orthographic scene (although that may not be relevant), with the scene drawn here as black, and I have one billboarded sprite that I draw using a shader, which I show in red. I have a point that I know and define myself, A, represented by the blue dot, at some x,y coordinate in the 2d coordinate space. (Lower-left of screen is origin). I need to mask the red billboard in a programmatic fashion where I specify 0% to 100%, with 0% being fully intact and 100% being fully masked. I can either pass 0-100% (0 to 1.0) in to the shader, or I could precompute an angle, either solution would be fine.
( Here you can see the scene drawn with '0%' masking )
So when I set "15%" I want the following to show up:
( Here you can see the scene drawn with '15%' masking )
And when I set "45%" I want the following to show up:
( Here you can see the scene drawn with '45%' masking )
And here's an example of "80%":
The general idea, I think, is to pass in a uniform 'A' vec2d, and within the fragment shader I determine if the fragment is within the area from 'A' to bottom of screen, to the a line that's the correct angle offset clockwise from there. If within that area, discard the fragment. (Discarding makes more sense than setting alpha to 0.0 or 1.0 if keeping, right?)
But how can I actually achieve this?? I don't understand how to implement that algorithm in terms of a shader. (I'm using OpenGL ES 2.0)
One solution to this would be to calculate the difference between gl_FragCoord (I hope that exists under ES 2.0!) and the point (must be sure the point is in screen coords) and using the atan function with two parameters, giving you an angle. If the angle is not some value that you like (greater than minimum and less than maximum), kill the fragment.
Of course, killing fragments is not precisely the most performant thing to do. A (somewhat more complicated) triangle solution may still be faster.
EDIT:
To better explain "not precisely the most performant thing", consider that killing fragments still causes the fragment shader to run (it only discards the result afterwards) and interferes with early depth/stencil fragment rejection.
Constructing a triangle fan like whoplisp suggested is more work, but will not process any fragments that are not visible, will not interfere with depth/stencil rejection, and may look better in some situations, too (MSAA for example).
Why don't you just draw some black triangles ontop of the red rectangle?

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