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Newbie to programming

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#1 HeadClot_88   Members   

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Posted 25 December 2011 - 04:07 PM

Hello GameDev.net

I am new to game development (In the sense of programing) and I have recently chosen JAVA as my language of choice for learning programming.

I am currently starting a book called "Game Programming for the Evil Genius".

Which focuses on JAVA exclusively.

However when I finish this book I want to make a small Isometric game in Java.

I would want to use the LWJGL but I am unsure at this point.

So this is where the Questions start :)

What is a Z Buffer?

I have heard this term thrown around a few times when it comes to 2D games on LWJGL and I have not been able to find a clear answer.

I will have more questions when I get into the meat of the book. :)

Thank you for your time

Ben



#2 FXACE   Members   

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Posted 25 December 2011 - 05:58 PM

What is a Z Buffer?





This helps you to construct a solid 3D scene. P.S. If did you know OpenGL (and Direct3D too) is\are triangle rasterizer(s)....

EXAMPLE: (without Z - Buffer)

Lets draw 2 different triangles (where 1st triangle which is closer to viewer than 2nd triangle (which is behind of 1st triangle)) like this:

1: set up viewer;

2: translateMatrix(in z order);

3: select green color;

3: drawTriangle(); // draws a white triangle

4: translateMatrix(in z order);

3: select red color;

5: drawTriangle(); // draws a red triangle




As a result we would have a red triangle on the screen (but we expected to see a green triangle which is closer to viewer).




NOW we set a use of Z Buffer. And a result is : yes, a green triangle on the screen. (where is a red triangle ?: - behind it)




WHAT HOLDS Z BUFFER?

That holds "z" values (something like "distance from camera/eye" but produced from multiplication of matrix (mvp = ProjectionMatrix * ModelViewMatrix) and input vertex (of primitive)).





There are many references and tutorials over the internet.




Best wishes, FXACE.

#3 HeadClot_88   Members   

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Posted 25 December 2011 - 09:57 PM

What is a Z Buffer?





This helps you to construct a solid 3D scene. P.S. If did you know OpenGL (and Direct3D too) is\are triangle rasterizer(s)....

EXAMPLE: (without Z - Buffer)

Lets draw 2 different triangles (where 1st triangle which is closer to viewer than 2nd triangle (which is behind of 1st triangle)) like this:

1: set up viewer;

2: translateMatrix(in z order);

3: select green color;

3: drawTriangle(); // draws a white triangle

4: translateMatrix(in z order);

3: select red color;

5: drawTriangle(); // draws a red triangle




As a result we would have a red triangle on the screen (but we expected to see a green triangle which is closer to viewer).




NOW we set a use of Z Buffer. And a result is : yes, a green triangle on the screen. (where is a red triangle ?: - behind it)




WHAT HOLDS Z BUFFER?

That holds "z" values (something like "distance from camera/eye" but produced from multiplication of matrix (mvp = ProjectionMatrix * ModelViewMatrix) and input vertex (of primitive)).





There are many references and tutorials over the internet.




Best wishes, FXACE.


Hey thanks for the in depth explanation of what the Z Buffer is.

Really Appreciate it :)




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