On Mon, 2010-12-13 at 18:55 +0000, Tomas Frydrych wrote:

> >  * Make the Window actor (a custom actor) munge the x/y coordinates
> >    when painting with Cogl so after the perspective transform the x/y
> >    coordinates are the same independent of Z.
> 
> IIRC the depth test is quite sensitive; even if the z coordinate in the
> window stack varies by as little as 0.05 pixel this should be enough to
> reduce the overdraw, but the difference should not have any real impact
> on the appearance of the windows in the x,y plane even with a stack of 8
> windows or so.

Yeah, based on the formulas in:

http://www.opengl.org/resources/faq/technical/depthbuffer.htm#dept0045

I calculate that for a 24-bit depth buffer, the precision around the z=0
location of the stage is somewhat better than 1e-6. You probably
wouldn't want to use that amount of separation since float round-off
could collapse windows but stacking 10 or 20 windows with a separation
of 1e-5 is probably fine. Worth experimenting with anyways compared to
more complex techniques.

- Owen


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