Original Post
What exactly does each of these refer to, and how are they different?
While W is linear in view space it's not linear in screen space. Z, which is non-linear in view space, is on the other hand linear in screen space.
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This is where I became confused.
I was reading this article: http://www.humus.name/index.php?ID=255
where it says:
While W is linear in view space it's not linear in screen space. Z, which is non-linear in view space, is on the other hand linear in screen space.
This is where I became confused.
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Oh I see, it's not that the Z-Buffer is "in screen space"; but rather the values we write to the Z-Buffer are in screen space. It's perfectly possible to write W-like values to the Z Buffer but you have to do some math tricks
W-Buffer gave this on hardware automatically, but is now deprecated.
Edit: By saying "linear in screen space" he means that for a given triangle, for example,
- at X = 0 Z = 0.5
- at X = 0.5 Z = 0.75
- at X = 1 Z = 1However, when looking XY from view space (but Z from screen space, which is a very common way to think of it) then:
- at X = 290 Z = 0.5
- at X = 315 Z = 0.75
- at X = 1055 Z = 1That's what the article was trying to say. This is probably intermediate to advanced stuff though; not the best place to start.
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