Web Reference: In this tutorial I'll show you how the Depth Buffer in OpenGL works and how we can change it to create different simple effects. In this chapter we're going to elaborate a bit more on those depth values the depth buffer (or z-buffer) stores and how it actually determines if a fragment is in front. This chapter will discuss two additional types, the depth buffer and the stencil buffer. For each of these a problem will be presented and subsequently solved with that specific buffer.
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