Do you want to know why your app has z-fighting even when you're using a 24 bits zbuffer in your 3D app ? Or are you interested to know what is the internal representation of a Z-Buffer and aren't afraid of the gritty details ? Then read the following.

Comments

Where do w, wnear, wfar come from? I have to say that I couldn't learn how to transform depth buffer values back to homogenous z values after having read through the article several times.

Hi,

Sorry to hear about that.

Unfortunately that was not the purpose of this article. It only talks about the precision issues that are involved in the choice of wnear and wfar.

If you want to learn more on how to get position data from depth data, I recommend you the interesting discussion going on there, on gamedev.net :
Position data from depth data.

Hope that helps.

Post new comment

The content of this field is kept private and will not be shown publicly.
  • Web page addresses and e-mail addresses turn into links automatically.
  • Allowed HTML tags: <a> <em> <strong> <cite> <code>
  • Lines and paragraphs break automatically.

More information about formatting options

Partner websites : LEGREG | GRAPHICS | GRAPHISME | PHOTOGRAPHY | OUT OF MY MIND | ANIMATION MENTOR | GREEN LIVING | VOXEL | RAY TRACING | GUENARDI | Add this page rank counter to your page.