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Editorial Team
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Editorial Team
Asked: May 18, 20262026-05-18T04:25:09+00:00 2026-05-18T04:25:09+00:00

For a project I want to implement my own Z-buffer. I know the algorithm

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For a project I want to implement my own Z-buffer. I know the algorithm and how to implement this. Because I do not want to write an entire graphics engine I was planning on using OpenGL, the problem is, how can I combine my own algorithm with openGL?

I read somewhere that I could calculate everything myself and then pass the data per pixel to GLDrawPixels() but that seems a bit overkill. The point is that I don’t want to implement triangulation algorithms etc..

My goal is to use openGL up until the wireframe, then use my own z-buffer algorithm and then use openGL again to draw the final picture. (for my project, the z-buffer is the only thing that matters, including light and shadows that is). Is there a way this can be done or do I have to implement everything myself and let openGL just draw the endresult?

Sincerely

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  1. Editorial Team
    Editorial Team
    2026-05-18T04:25:10+00:00Added an answer on May 18, 2026 at 4:25 am

    You could set the colour of the vertices you are drawing to their z-values by calculating their distance ‘manually’. But I think it’s possible to bind the z-buffer as a texture and then draw a large quad covering with screen with the z-buffer texture on it.

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