Re: Texture detail and zbuffer on Impact

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Brian Furtaw (brian++at++sgi.com)
Wed, 15 Jan 1997 11:28:33 -0500


On Jan 15, 8:14am, Jean BENOIT wrote:
> Subject: Texture detail and zbuffer on Impact
> I work on Impact 5.3 with patch 1414 or 6.2 with patch 1392, 1347.
> With these patches have have always the same problem :
> - Bad texture detail on terrain

Do the textures look dithered? Do you have 1 meg TRAMs or 4 meg TRAMs on this
IMPACT? You will see dithering with 1 meg TRAMs.

> - zbuffer problems ( face behind another has drawn), it's good when I put the
> near at 40m.

This is a zbuffer resolution problem you have to move the objects further
apart, use the pfLayer facility ,not sure how this is done in MultiGen, or
shorten the distance between the near and far clipping plane. You have already
done the thrid solution this increases the resolution of the zbuffer allowing
your objects to be properly sorted. Probably the most universal solution would
be to implement pfLayers through MultiGen.

Brian

>
> I load a MultiGen file, may be is a loader problem ?
> Yoel.
>
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>-- End of excerpt from Jean BENOIT

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Brian Furtaw (brian++at++sgi.com) VisSim Technical Consultant 12200-G Plum Orchard Drive Office: (301)572-3293 Fax: (301)872-3293 Silver Spring, Maryland 20904 OpenGL/ImageVision/OpenInventor/Performer ======================================================================= List Archives, FAQ, FTP: http://www.sgi.com/Technology/Performer/ Submissions: info-performer++at++sgi.com Admin. requests: info-performer-request++at++sgi.com


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