> The Savage hardware can handle W buffers too. In fact I experimented
> with that and the quality looks good. But it doesn't work under all
> circumstances. If the viewing transformation is changed in the middle of
> rendering a frame, the meaning of W changes and depth ordering is messed
> up.
> 
> As to loss of accuracy with near objects, I havn't seen any such
> problems yet with the applications I tested. OTOH, the improved quality
> of far objects is very noticeable for instance in FlightGear and TORCS.
> As Vladimir pointed out, it might be a problem for CAD applications
> though. Making float depth a configuration option would be a good idea.
> And I will have to support both in the driver anyway, since
> Savage3D-based hardware doesn't support floating point depth buffers.

Are this changes already on savage snapshots?

Thanks in advance,

    Albert.




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