Rudi Schmidt (Rudolf++at++Schmidt.net)
Wed, 03 Nov 1999 21:49:42 +0100
I'm running a gunnery simulation on an Onyx2 InfiniteReality, with a
viewing range from 1m to 12km.
In order to select the correct visual, I need to understand more about
the actual implementation of the Performer's Z-buffer on an
InfiniteReaity, and especially its resolution.
The IR's visuals give me a choice between 15 bit, 16 bit or 23 bit
resolution.
QUESTION: Can somebody explain the mapping of these three versions of
Z-buffer to my viewing range as stated above (near=1.0m, far=12000m),
depending on the distance of an object in the scene (e.g. what is the
Z-resolution in 6 kilometres distance from the observer ?
Also, I did read -in a document called "Onyx2 Technical Report" about
the fact that IR's z-buffer would be compressed, and that an actual 15
or 16 bit on an IR are euqivalent to a traditional 24 bit z-buffer, as
well as IR's 23 bit Z should be the same as conventional 32 bit.
QUESTION: Can somebody explain this "Z-compression" ?
pfThanks in advance.
-- Rudi Schmidt, KMW
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Rudolf Schmidt
Geltendorf (Munich)
mailto:Rudolf++at++Schmidt.net (home)
mailto:Rudolf.Schmidt++at++KMWeg.de (office)
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