[SOLVED] Linear depth

EDIT : I tried the geexlab method, it’s working, code snippets soon.

Hello, I’m re-trying to get linear depth buffer, this is driving me crazy :smiley:

the left buffer is panda default non linear depth buffer,
the right buffer is my try for linear depth buffer.

http://youtu.be/MxXLJxCFzqY

//Cg

void vshader(in float4 vtx_position : POSITION,
            in float4 vtx_texcoord0 : TEXCOORD0,
            
            uniform float4x4 mat_modelproj, 	
            uniform float4x4 trans_model_to_view, 
            uniform float4x4 trans_model_to_world, 
            uniform float4x4 trans_model_to_clip, 
            
            uniform float3 k_scale,
            
            out float4 l_position : POSITION,
            out float2 l_texcoord : TEXCOORD1,
            out float4 l_position_VS : TEXCOORD2,
            out float4 l_color : TEXCOORD4
	        )
{

    l_position_VS = mul(trans_model_to_view, vtx_position* float4(k_scale,1));
    l_texcoord = vtx_texcoord0;
    l_position = mul(trans_model_to_clip, vtx_position * float4(k_scale,1));

}

void fshader( 
            in float2 l_texcoord : TEXCOORD1,
            in float4 l_position_VS : TEXCOORD2,
            in float4 l_color : TEXCOORD4,
            out float4 o_color0 : COLOR0)
{

    float depth =1/(l_position_VS.z);
    
    o_color0 = depth;

}

My near clip plane is at 10, far at 500.

I tried the code found here : http://www.gamerendering.com/2008/09/28/linear-depth-texture/, I get full black color values.

I think you forgot to do a perspective divide (divide the z coordinate by the w coordinate).