Jim Wilson wrote: > Ummm...why not clear the z-buffer and use a seperate scene graph? > Note that there are *lots* of people using pre-geforce generation > hardware. Probably more than not.
Actually, it's those folks who are at risk. Clearing the whole z buffer soaks up big chunks of framebuffer bandwidth, and is a frame rate killer on early hardware. But I agree, it's the simplest and most robust solution. Folks who haven't looked at it before should definitely read the man pages for glDepthRange(). For this situation (the cockpit doesn't need a lot of z precision), it's a good fit. The only worry is that it's a relatively obscure feature and thus more susceptible to driver bugs and incompatibilities. Andy -- Andrew J. Ross NextBus Information Systems Senior Software Engineer Emeryville, CA [EMAIL PROTECTED] http://www.nextbus.com "Men go crazy in conflagrations. They only get better one by one." - Sting (misquoted) _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
