Hi Nicolai, On Saturday 29 January 2005 18:35, you wrote: > The fact is, *all* 3D APIs expose their depth buffer. OpenGL (and > Direct3D) specify a Z-buffer. Applications can read this Z-buffer - > for example using glReadBuffer, but there are probably less > straightforward ways to do it. So we *MUST* be able to produce > compliant Z values. There's simply no way around it.
OK, it occurs to me that the way glReadPixels is defined we don't have a problem. For each render frame, W differs from Z only by a simple offset, so we can recover Z from 1/W with some simple arithmetic on the host side where we've got access to plenty of divide power. Unless I've missed something else, this allows us to rely on 1/W buffering if that is the superior approach. Regards, Daniel _______________________________________________ Open-graphics mailing list [email protected] http://lists.duskglow.com/mailman/listinfo/open-graphics List service provided by Duskglow Consulting, LLC (www.duskglow.com)
