So I'm reading a paper on a particular shading algorithm and there is one section that seems a bit vague and I was wondering if I could get advice here.
Basically it says I first have to take a 3D vertex of a mesh and transform it to window coordinates wx, wy, wz where wz is depth. This part I've done.
Next I have to test to see if this window-coordinate "passes" the depth buffer or not.
This is all it says and I am not sure what it means by "passing" the depth buffer. Does anyone here know what that could mean and how I could implement this in openGL?
EDIT:
More specifically, I need openGL to offer me feedback as to whether or not a particular vertex passed the depth buffer. I'm not actually rendering these vertices so it does me no good if openGL does all the computations "behind the scenes."