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Posted 30 January 2000 - 01:34 PM
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Posted 31 January 2000 - 04:43 AM
As with pretty much anything with computers, there''s always an upper limit, but there are techniques to help us deal with them. One obvious way is just removing objects once they are a certain distance away. Then you can use fog to help hide the sudden removal of objects.
This kind of trade if is just part of game programming. No single technique is perfect or we would all be using it. I wish I had seen that demo so I could give you a more specific answer.
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Posted 31 January 2000 - 05:01 AM
Obviously 16 bit Z/W buffers are less accurate (and
visually appealing) then their 32 bit versions.
And btw I am sure the demo you talk about probably Z sort their objects first to minimize Z/W buffer overwrites.