Re: [Algorithms] Bullets on walls
Brought to you by:
vexxed72
From: Angel P. <ju...@bi...> - 2000-07-21 13:22:05
|
No, neither glPolygonOffset or moving the near clipplane will have the same functionality as the non-existent glDepthFunc( GL_ALMOST_EQUAL ) because these two approaches will not fix the problem with the wallmark not getting clipped at wall corners. > 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... |