4 ms·
It is my understanding that z-fighting occurs when the depth buffer has not enough resolution (due to floating point math). How is that related to whether it's
by hkolek 15y ago
It is my understanding that z-fighting occurs when the depth buffer has not enough resolution (due to floating point math). How is that related to whether it's hardware accelerated or not? You can easily get z-fighting with hardware acceleration.
- talmand 15y agoWell, granted this is my experience, but if done properly you would rarely see this sort z-fighting in hardware acceleration. Usually when I saw that it was because of two surfaces trying to exist on the same plane regardless of orientation. Which I believe is what you are describing. Thinking it over I may be incorrect in referring to this in the way I have. The issue I'm seeing is the back-to-front rendering (I'm assuming this is what the example is doing) of a smaller object being displayed on top of larger object and the renderer getting confused on the draw order. Edit: ghusbands points out my confusion below Granted, I'm not a 3D programmer but I built enough levels for 3D engines back in the day to have to be aware of these issues to design around them. This is all from memory so I could be totally off but this what it seems to me.