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Z-Buffer #85222
08/08/06 21:34
08/08/06 21:34
Joined: Sep 2005
Posts: 38
K
Krammit Offline OP
Newbie
Krammit  Offline OP
Newbie
K

Joined: Sep 2005
Posts: 38
This needs some serious solving. This problem, personally, is occuring over and over and becoming very much of an annoyance.
A recent dev project has shown the lack of a proper z-buffer in full swing.

In computer graphics, z-buffering is the management of image depth coordinates in 3-d graphics, mainly used in hardware, more seldom in software. It is one solution to the visibility problem, which is the problem of deciding which elements of a rendered scene are drawn in front, and which are hidden. The painter's algorithm is another common solution.

Everyone, or most people, are mistaking the Z buffering as a "flipped normals" problem, well, thats incorrect. Using an alternate engine, such as Blitz3D the model loads perfectly fine. No normals are flipped, thats imagination running away.

In a recent project, where the models average: 10k faces / 7k verts the z-buffer fails to do its part. The model is completely see-through from any end.

This is the result of the lacking Z buffer

Whereas in MED and in other game design engines such as Blitz3D or DarkBasic it looks like this:


This happens with every model I input into the engine. They all range almost the same number of faces and verticies. Generally, 3DGS seems to lack a proper built in z-buffer system.
This makes me actually hesitate using 3DGS.

I've tried numerous things that prove its not flipped normals, such as:
-Flipping some faces and running the engine
-Flipped all the faces on the model
-Only loading specific parts of the model.

All those show, it has nothing to do with normals, because when anytihng was done, the model was still as displayed in the engine picture above.

So. Is there a global script that can be input into my code that will add a proper zbuffer for all models? Yes, one that will affect all models, not just assigned ones. It needs to affect all other models, due to the large amount of enemy AI... which currently are all see through.

This problem has pestered me long enough, so help is appriciated.

Re: Z-Buffer [Re: Krammit] #85223
08/08/06 21:59
08/08/06 21:59
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
Senior Expert
ulillillia  Offline
Senior Expert

Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
Any time a transparent texture is used, you'll have these Z-sorting issues. There is, however, a quick fix, but requires the commercial edition (for shaders).


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: Z-Buffer [Re: Krammit] #85224
08/08/06 22:02
08/08/06 22:02
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

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mk_1  Offline

Expert

Joined: Dec 2000
Posts: 4,608
That problem is caused by alphablending and isn't a 3dgs specific problem but a general problem (and won't be solved in the next six years or so). Just remove the alpha channel and there you go.


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Re: Z-Buffer [Re: mk_1] #85225
08/08/06 22:14
08/08/06 22:14
Joined: Sep 2005
Posts: 38
K
Krammit Offline OP
Newbie
Krammit  Offline OP
Newbie
K

Joined: Sep 2005
Posts: 38
Sorry, misunderstood you.
The problem is solved, thank you.

Last edited by Krammit; 08/08/06 22:18.

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