RE: [Algorithms] Bullets on walls
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From: Tom F. <to...@mu...> - 2000-07-21 10:43:01
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For D3D (and probably OpenGL), a good alternative is to move the near & far clip planes a bit further away for those tris. You only need to move the near clip plane if using Z-buffering. If using W-buffering, you'll need to move both. Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. > -----Original Message----- > From: Neal Tringham [mailto:ne...@ps...] > Sent: 21 July 2000 10:56 > To: gda...@li... > Subject: Re: [Algorithms] Bullets on walls > > > > Giovanni Bajo <ba...@pr...> writes: > > In DirectX, there is a ZBIAS stuff that let you set a priority order > > (integer) when Z matches. It is a renderstate. But looking > at the caps, it > > is not supported in every boards I have tried. I heard it is an old > thingie > > of first Voodoo boards. > > Yes, the support for zbias seems to be rather inconsistent. > > > I had not found something similiar in OpenGL. > > You may want to look at the 1.1 glPolygonOffset function. > > > Neal Tringham (Sick Puppies) > > ne...@ps... > ne...@em... > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |