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.





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.
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