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#ActualNorman Barrows

Posted 03 March 2013 - 12:27 PM

been thinking about drawing distant objects, zbuf depth, z fighting, far clip plane values, etc.

 

in one of my projects, i've gone to 24 bit zbuf and far plane of 1000 to draw distant clouds with no z fighting in the scene.

 

but i'd like to do things with 16 bit zbuf if possible, for maximum compatibility.

 

I'm targeting baseline PC's for maximum compatibility.

 

i'd do 32 bit zbuf, but my test rig doesn't support it at high resolution (on board graphics chip only).

 

so i guess the first question is, should i worry about supporting 16bit zbuf, or can i design around a guaranteed minimum of 24 bit being available?

 

if i should worry about 16 bit, then i was thinking of trying a  2 pass approach:

 

 

1. use 16 bit zbuf for compatibility
2. set far plane to high value  (say 10,000)
3. draw distant stuff
4. set far plane to low value   (300 or so)
5. clear zbuf
6. draw close stuff
 

 

thoughts? suggestions? anyone tried this?

 

it does cost an extra 2 set_projection_matrix calls, and one extra clear_zbuf call over the normal single pass with non-changing projection matrix.


#2Norman Barrows

Posted 03 March 2013 - 12:24 PM

been thinking about drawing distant objects, zbuf depth, z fighting, far clip plane values, etc.

 

in one of my projects, i've gone to 24 bit zbuf and far plane of 1000 to draw distant clouds with no z fighting in the scene.

 

but i'd like to do things with 16 bit zbuf if possible, for maximum compatibility.

 

I'm targeting baseline PC's for maximum compatibility.

 

i'd do 32 bit zbuf, but my test rig doesn't support it at high resolution (on board graphics chip only).

 

so i guess the first question is, should i worry about supporting 16bit zbuf, or can i design around a guaranteed minimum of 24 bit being available?

 

if i should worry about 16 bit, then i was thinking of trying a  2 pass approach:

 

 

1. use 16 bit zbuf for compatibility
2. set far plane to high value  (say 10,000)
3. draw distant stuff
4. set far plane to low value   (300 or so)
5. clear zbuf
6. draw close stuff
 

 

thoughts? suggestions? anyone tried this?


#1Norman Barrows

Posted 03 March 2013 - 12:23 PM

been thinking about drawing distant objects, zbuf depth, z fighting, far clip plane values, etc.

 

in one of my projects, i've gone to 24 bit zbuf and far plane of 1000 to draw distant clouds with no z fighting in the scene.

 

but i'd like to do things with 16 bit zbuf if possible, for maximum compatibility.

 

I'm targeting baseline PC's for maximum compatibility.

 

i'd do 32 bit zbuf, but my test rig doesn't support it at high resolution (on board graphics chip only).

 

so i guess he first question is, should i worry about supporting 16bit zbuf, or can i design around a guaranteed minimum of 24 bit being available?

 

if i should worry about 16 bit, then i was thinking of trying a  2 pass approach:

 

 

1. use 16 bit zbuf for compatibility
2. set far plane to high value  (say 10,000)
3. draw distant stuff
4. set far plane to low value   (300 or so)
5. clear zbuf
6. draw close stuff
 

 

thoughts? suggestions? anyone tried this?

 

 


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