Kyle,

Put simply "Z Buffering" is where for each point on your display screen
(x,y) a "z" value is kept. As polygons are processed the z values are
compared to determine whether a point on that polygon is in front or
behind the current z value.  In other words, the Z buffer is a technique
to figure out if a part of an object is in front of another object on a
pixel by pixel basis.

If you imagine your 2D display screen each pixel will have a color value
and a Z value.  As polygons are rendered they compare against the Z
value to see if the polygon's color should replace the current color at
that pixel.

That's the simple explanation.  I guess if you want more you could
consult a 3D rendering book.

- John Wright
Starfire Research

> Kyle Wayne Kelly wrote:
>
> What is Z buffering, and how does it work?
>
> Kyle Wayne Kelly
> Computer Science Student
> University of New Orleans
> http://www.cs.uno.edu/~kkelly

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