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3D graphics images aren't calculated left to right, top to bottom. They are calculated by drawing a bunch of triangles all over the image to represent 3D geomet
by Figs 13y ago
3D graphics images aren't calculated left to right, top to bottom. They are calculated by drawing a bunch of triangles all over the image to represent 3D geometry. Triangles are often drawn on top of other triangles. Many modern games also use multipass rendering to achieve certain lighting and special effects. Only after a whole image is computed can it be transferred to the monitor if you want the image to make sense. If you stop rendering half way through, the end result would be objects full of holes with entire features missing or distorted. The time needed for the actual transfer of the image to the display is generally a drop in the bucket by comparison.
- TheZenPsycho 13y agoWell, while you are right for the way games and GPUs currently work, there is more than one 3d rendering algorithm- Zbuffer is not the end all be all. The question is what can be rendered efficiently with the hardware we have. At some point we could collectively decide that having a rock solid framerate is more important than more detail, decide to use a scanline progressive renderer, and there you go. It is possible, but would we do it? But on the other hand I was confused- I forgot that zbuffer was the algorithm still in use in most game rendering engines. and you cleared that up. thanks.