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xernobyl
Journeyman III

OpenGL depth pre pass / early z: glDrawBuffer(GL_NONE) or glColorMask(0,0,0,0)?

To take advantage of the speed optimizations hardware has while writing to the depth buffer only (shadow maps or early z / depth pre pass), should I use glDrawBuffer(GL_NONE) or glColorMask(GL_FALSE...)?

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kenwang
Staff

early Z test is independent with color buffer operation, with or without color buffer attachment/mask, you can take advantage of early Z test.

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