无需在OpenGL中进行深度测试即可写入深度缓冲区(非着色器) [英] Writing to depth buffer without depth testing in OpenGL (non shader)
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问题描述
在OpenGL中,可以绘制一系列不检查深度的多边形(因此,相对于其z位置,它们将始终在其他多边形之前绘制)
In OpenGL, is it possible, to draw a sequence of polygons that doesn't check for depth (so they will always be drawn in front of other polygons drawn before it, regarding of their z position)
但是同时,它们仍然写入深度缓冲区吗?
but also at the same time, they still write to the depth buffer?
我想使用着色器可以做到这一点,但是现在我无法访问它.
I suppose this is doable using shaders, but right now I have no access to that.
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