Depth Buffer: The Nearest Fragment Wins
This lesson is part of the course
In this lesson
You count the fragments that land on each pixel, keep the nearest depth with MINIFS, look up which face is visible with INDEX/MATCH and measure the overdraw.
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Lessons in this course
- Points & Meshes: Vertex Tables, Face Tables and LookupsFree
- Model Transforms: Scale, Rotate, Move – and Why the Order Matters Locked
- Camera Space: Moving the World in Front of the Camera Locked
- Perspective Projection: Field of View, Aspect Ratio and Clipping Locked
- Screen Mapping: From Normalised Coordinates to Pixel Columns and Rows Locked
- Back-Face Culling: Signed Areas Decide Which Faces Are Drawn Locked
- Depth Buffer: The Nearest Fragment Wins Locked
- Capstone – Flat Shading, Grey Levels and the Frame-Time Budget Locked