Re: Texture flickering solved, but ...

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Rémi Arnaud (remi++at++remi.asd.sgi.com)
Thu, 10 Apr 1997 18:44:46 -0700 (PDT)


Richard M. Spencer wrote:
>
> Andreas Schiffler wrote:
> > thanks to all who helped me with the texture flickering problem. The
> > solution was to change the "decal"-mode using
> > pfDecal(PFDECAL_BASE_HIGH_QUALITY)
> > and the texture-flickering went away.
>
> A related question. Although the 2.0.2 release notes state that the
> default displacepolygon mode is significantly faster than the stencil
> buffer. Is the stencil buffer faster or slower than cutting in the
> decal face which might generate several polygons around it?
>

 It depends. But layering, always cost more that non layer polygons because
  - The graphic pipe has to do some more computation
  - Each pixel under the layer is touched twice (or more)

  So you are really comparing using more fill, or more polygons to
  solve the problem.

  If your application is fill limited, then it is better to cut and
  add more polygons.
  If your application is polygon limited, then use layers, but this
  is extremely rare.
  If you are not fill or polygon limiter, why bother :-)

  Best Regards

    _ / _ _
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