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)


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