Are higher res textures more likely to z-buffer? (Community)

Are higher res textures more likely to z-buffer? // Community

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sw comit

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

baro

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]

roadkill

Aug 19, 2005, 5:19am
[View Quote] 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

ciena

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]

stacee

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]

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