Remi Arnaud (remi++at++remi.asd.sgi.com)
Fri, 18 Oct 1996 11:56:48 -0700
As the man pages says:
NOTES
PFCL_MSDEPTH is only available on RealityEngine systems, and then only in
the multisample antialiasing mode.
> - when using pfESky mode PFES_SKY, what is actually being done on the
> lower part of the horizon? According to the man pages, nothing. But
obviously,
> some resetting of the z-buffer is done, since any moving objet within this
zone
> is acually drawn properly...
The earth/sky force the writting of Z into the z-buffer, initializing it.
>
> In any case, what is _really_ the best performance solution when it comes to
> clearing the screen on an iR ?
It is best to force the Z-buffer [glDepthFunc(GL_ALWAYS)], and write a full
screen background 3d mesh, or a full screen 2d polygon at Zmax.
You can keep the call to tag clear, so your application will do the right
thing on IR and on RE2.
-- Remi
--
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