Jump to content
• Advertisement

#### Archived

This topic is now archived and is closed to further replies.

# calculting Z-Buffer accuracy..

This topic is 5643 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

## Recommended Posts

Z-Buffer accuracy depends on far/near clip plane ratio. When that ratio is big, Z-Buffer starts to lose accuracy. I want to know if it's possible to calculate the far/near ratio based on value of "minimum accuracy". For example, let's say that I want my Z-Buffer accuracy to be at least 0.5 units (game coordinates). That means if 2 polygons are at least 0.5 units apart on Z-axis in eye space, then the Z-Buffer algorithm should sort them correctly. But if those polygons are closer that 0.5, then it can't be determined which to draw first. So how do I calculate far/near ratio for minimum accuracy of 0.5? ..lets assume that my 3D card uses 32 bit Z-Buffer

#### Share this post

##### Share on other sites
Advertisement
this might help

http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html

#### Share this post

##### Share on other sites

• Advertisement
• Advertisement

• ### Popular Contributors

1. 1
2. 2
3. 3
Rutin
16
4. 4
5. 5
• Advertisement

• 13
• 26
• 10
• 11
• 9
• ### Forum Statistics

• Total Topics
633722
• Total Posts
3013546
×

## Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!