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A stencil buffer is an extra data buffer, in addition to the color buffer and Z-buffer, found on modern graphics hardware. The buffer is per pixel and works on integer values, usually with a depth of one byte per pixel. The Z-buffer and stencil buffer often share the same area in the RAM of the graphics hardware.
In DRI2, the allocation of the private offscreen buffers (back buffer, fake front buffer, depth buffer, stencil buffer, ...) for a window is done by the X Server itself. [ 15 ] [ 16 ] DRI clients retrieve those buffers to do the rendering into the window by calling operations such as DRI2GetBuffers and DRI2GetBuffersWithFormat available in the ...
In computer science, a data buffer (or just buffer) is a region of memory used to store data temporarily while it is being moved from one place to another. Typically, the data is stored in a buffer as it is retrieved from an input device (such as a microphone) or just before it is sent to an output device (such as speakers); however, a buffer may be used when data is moved between processes ...
stencil; alpha; window ID; As a scene is drawn, drawing primitives (the basic elements of graphics output, such as points, lines, circles, text etc. [1]) are rasterized into fragments which are textured and combined with the existing frame buffer. How a fragment is combined with the data already in the frame buffer depends on various settings.
Iterative Stencil Loops (ISLs) or Stencil computations are a class of numerical data processing solution [1] which update array elements according to some fixed pattern, called a stencil. [2] They are most commonly found in computer simulations , e.g. for computational fluid dynamics in the context of scientific and engineering applications.
Z-buffer data. A depth buffer, also known as a z-buffer, is a type of data buffer used in computer graphics to represent depth information of objects in 3D space from a particular perspective. The depth is stored as a height map of the scene, the values representing a distance to camera, with 0 being the closest.
Set the stencil operation to increment on depth fail (only count shadows behind the object). Render the shadow volumes. Use back-face culling. Set the stencil operation to decrement on depth fail. Render the shadow volumes. The depth fail method has the same considerations regarding the stencil buffer's precision as the depth pass method.
Z-fighting which cannot be entirely eliminated in this manner is often resolved by the use of a stencil buffer, or by applying a post-transformation screen space z-buffer offset to one polygon which does not affect the projected shape on screen but does affect the z-buffer value to eliminate the overlap during pixel interpolation and comparison ...