Post #663423
2026-03-14 18:28 UTC
Took me some effort, but I managed to implement Z-Buffering on my toy OpenGL ES 1.0 Common Lite implementation. The depth interpolation was a bit of a pain, but surprisingly, computing the normalized Z values for each vertex was the real chore here!
Also worth reminding that this is GL ES 1.0 CL, which is fixed-point exclusive (hence the imprecision overwall).
I also haven't implemented perspective correction yet.
edit: spelling
#screenshotsaturday #opengl
Replies (2)
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@montyontherun@bitbang.social 2026-03-14 20:01
With a bit more work, extended the same computation to also handle the colour interpolation ...which won't obey `glDisableClientState(GL_COLOR_ARRAY);` for now :)
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@floe@hci.social 2026-03-14 20:04
@montyontherun Just to clarify, this is a software renderer? Super impressive 👌