Richard Smith - Systems Engineer - Melbourne said:
> The question was raised about the value of a floating point Z-buffer.
> The point here is that for the same number of bits, a fp Z-buffer
> uses its bits to distinguish more accurately between near objects
> than far objects. As a consequence it should be acceptable to have a
> very much greater near/far ratio, particularly for astronomical
> objects.

so are you saying that the z buffer on these cards is non linear in
precision?

> Although some cards e.g. Sun's XVR-1200 have greater than 24 bit
> Z-buffer, 32 bits still may not be sufficient. The XVR-1000 and
> XVR-4000 (and probably others on the market) use a floating point
> Z-buffer.

aah, ok, I didn't understand you were talking about hardware changes here.
I am making the assumption this was for a game, I could well be wrong. If
it is for a game or for 'normal' pc hardware, then this isn't really an
option. But if it is a specialist application then it may well be ok to
have requirements along these lines.

> Another possibility is to use multiple locales separated via
> hires coordinates (256 bits), which the Java3D API supports.

yes, but you are still limited by the z buffer when it comes to displaying
these objects, unless I'm missing something in the way locals work

> On the whole it strikes me as inefficient to compute repeatedly
> something that cannot physically change rapidly e.g. the stars in
> the sky many lightyears away.

hence only rendering them on entering a system.

> Maybe a better approach is to use a
> spherical background geometry as discussed in Daniel Selman's book.

cubes are easier to render images for and then apply as textures.

Correct me if I got any of that wrong, it's a field i'm still exploring
myself.

Cheers

Jeremy

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