From: Felix <fx...@gm...> - 2005-01-02 01:28:36
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Am Sa, den 01.01.2005 schrieb Roland Scheidegger um 19:00: > Felix K=FChling wrote: [snip] > I'm a bit sceptical that this really improves depth buffer quality in=20 > general. With D3D it is (if the hw supports it) possible to use a w=20 > buffer instead of a z buffer, which has the same precision for far and=20 > near objects. However, the loss of precision for near objects was often=20 > considered unacceptable. (Radeon R100 and R200 support this, but R300=20 > and up no longer do, or at least the driver doesn't expose it, so it=20 > looks like it wasn't that useful after all, and not many applications=20 > afaik requested w buffers). [... following up to my other reply ...] Another problem with W buffers is that linear depth interpolation doesn't give the correct results with intersecting surfaces. This is only achieved by the perspective division which is not applied to W (in fact the perspective division divides x, y and z by W). This makes W-buffers unsuitable for OpenGL. But this is not what I am proposing, just in case I was misunderstood. Reversing the depth range and using floating point numbers just changes the encoding of depth values in the depth buffer, it does not change the semantics, like a W-buffer would do. >=20 > Roland --=20 | Felix K=FChling <fx...@gm...> http://fxk.de.vu | | PGP Fingerprint: 6A3C 9566 5B30 DDED 73C3 B152 151C 5CC1 D888 E595 | |