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Z-Buffer

Started by Spanky 2 replies 600+ views
Original Post
Spanky
Spanky
If I am using the Z-Buffer in OpenGL, there are a few things I would like to ask about it. My engine is using quake 2 models and a bsp for the world geometry. The BSP works fine and I don''t need a Z-Buffer to render the world. But the problem comes when I want to render the model. Thats why I think I might want to use the Z-Buffer to draw it. My first question would be, is there any way I can get around using the Z-Buffer because I don''t want to rely on things like that. I want to have all that sort of stuff handled by me (don''t ask why, I just do My second question is, it would be faster to draw my world geometry in front to back order would it not? There are a few reasons why I think this. The first would be that if its done in front to back, there would be less assignments to the z-buffer. This will hopefully provide faster testing and would still enable me to sort my stuff. Any other ideas would be appreciated. Thanks Shawn
furby100
furby100
AP, have you ever heard of an S-Buffer? Apparently it can go almost as fast as a hardware Z-Buffer, but nobody uses it for some reason, the main one being it is horrifically complex, unlike the relatively simple Z-Buffer.

If you render front to back there will not only be fewer Z-Buffer assignments but fewer frame buffer assignments, which is beneficial also.



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arnero
arnero
complex=slow?

How to syncronize a s-buffer with the hardware-renderer?
(drawing EXACT the same lines)

Arne

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