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Are higher res textures more likely to z-buffer? (Community)
Are higher res textures more likely to z-buffer? // Community
Aug 19, 2005, 12:28am
Well, not exactly higher res...
One of the new features in the AWE 1.1 beta is that is scales up the ground
objects in Alphaworld to make it so you can't see the backdrop color 'till
you reach higher altitude. This, of course, made the textures stretched out
and get all blurry. So I simply increased the UV.
However this seems to have a side effect of making z buffer more likely to
happen as you distance yourself from the ground object. A common, long time
graphical restriction - the farther away you are from two objects near
eachother, the less precise their position is and they are prone to z buffer
with eachother. More likely to happen on cheaper or older graphic cards.
My question is if this has anything to do with the UV count, or did it have
to do with the scaling? And, any suggestions on how to fix it?
- Com
Aug 19, 2005, 4:00am
Did putting the UV mapping back to normal make the zbuffering go back to
normal? Sounds like something some expirimentation might figure out.
Also, the ground is slightly offset to be a tiny bit lower. Perhaps when
you scaled up the ground, it scaled UP the ground making it overlap closer?
Who knows, but it's a very interesting question.
[View Quote]"SW Comit" <sam at usamedia.tv> wrote in message
news:430543d2 at server1.Activeworlds.com...
> Well, not exactly higher res...
> One of the new features in the AWE 1.1 beta is that is scales up the
ground
> objects in Alphaworld to make it so you can't see the backdrop color 'till
> you reach higher altitude. This, of course, made the textures stretched
out
> and get all blurry. So I simply increased the UV.
>
> However this seems to have a side effect of making z buffer more likely to
> happen as you distance yourself from the ground object. A common, long
time
> graphical restriction - the farther away you are from two objects near
> eachother, the less precise their position is and they are prone to z
buffer
> with eachother. More likely to happen on cheaper or older graphic cards.
>
> My question is if this has anything to do with the UV count, or did it
have
> to do with the scaling? And, any suggestions on how to fix it?
>
> - Com
>
>
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Aug 19, 2005, 5:19am
[View Quote]SW Comit wrote:
> Well, not exactly higher res...
> One of the new features in the AWE 1.1 beta is that is scales up the ground
> objects in Alphaworld to make it so you can't see the backdrop color 'till
> you reach higher altitude. This, of course, made the textures stretched out
> and get all blurry. So I simply increased the UV.
>
> However this seems to have a side effect of making z buffer more likely to
> happen as you distance yourself from the ground object. A common, long time
> graphical restriction - the farther away you are from two objects near
> eachother, the less precise their position is and they are prone to z buffer
> with eachother. More likely to happen on cheaper or older graphic cards.
>
> My question is if this has anything to do with the UV count, or did it have
> to do with the scaling? And, any suggestions on how to fix it?
>
> - Com
>
>
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The z-buffer has nothing to do with textures.
(By the way, the phenomenon you see is usually referred to as 'z-buffer
fighting' or 'z-buffer artifacts' not 'z-buffer' :P)
For more information on z-buffering, see:
http://en.wikipedia.org/wiki/Z-buffering
Aug 19, 2005, 6:31am
When my puter setting is at 16 bit color I get really bad zbuffering but
when I changed it to highest quality color 32 bit I dont see any zbuffering
anymore.
[View Quote]"SW Comit" <sam at usamedia.tv> wrote in message
news:430543d2 at server1.Activeworlds.com...
> Well, not exactly higher res...
> One of the new features in the AWE 1.1 beta is that is scales up the
> ground objects in Alphaworld to make it so you can't see the backdrop
> color 'till you reach higher altitude. This, of course, made the textures
> stretched out and get all blurry. So I simply increased the UV.
>
> However this seems to have a side effect of making z buffer more likely to
> happen as you distance yourself from the ground object. A common, long
> time graphical restriction - the farther away you are from two objects
> near eachother, the less precise their position is and they are prone to z
> buffer with eachother. More likely to happen on cheaper or older graphic
> cards.
>
> My question is if this has anything to do with the UV count, or did it
> have to do with the scaling? And, any suggestions on how to fix it?
>
> - Com
>
|
Sep 8, 2005, 4:50pm
If the object itself is off-center ( it does not sit at 0, 0, 0), then yes,
when you change the scale, it will affect it's position or distance from the
0,0,0 position.
[View Quote]"SW Comit" <sam at usamedia.tv> wrote in message
news:430543d2 at server1.Activeworlds.com...
> Well, not exactly higher res...
> One of the new features in the AWE 1.1 beta is that is scales up the
> ground objects in Alphaworld to make it so you can't see the backdrop
> color 'till you reach higher altitude. This, of course, made the textures
> stretched out and get all blurry. So I simply increased the UV.
>
> However this seems to have a side effect of making z buffer more likely to
> happen as you distance yourself from the ground object. A common, long
> time graphical restriction - the farther away you are from two objects
> near eachother, the less precise their position is and they are prone to z
> buffer with eachother. More likely to happen on cheaper or older graphic
> cards.
>
> My question is if this has anything to do with the UV count, or did it
> have to do with the scaling? And, any suggestions on how to fix it?
>
> - Com
>
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