Path: chuka.playstation.co.uk!news From: Majik Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: reducing polygon overlap Date: Wed, 18 Mar 1998 16:20:53 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 25 Message-ID: <350FF465.7528@127.0.0.1> References: <3509c082.5799539@news.playstation.co.uk> NNTP-Posting-Host: darkstar.stnc.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0 (WinNT; I) Robert Swan wrote: > > this is the result of not getting enough sleep. > > In my next project Im going to do a driving game. Seeing as cars are > always on the ground, then overlapping z depths is quite a problem. > Theres nothing worse than having your car driving forwards only to > have half of it obliterated by the ground it should be on. This is my > solution, follwed by two questions at the end. > Combat3D can suffer from this too, the solution I am using is to sort the ground into an OT then draw it, then sort the scenery/tanks into the OT and draw that which, you could of course do this using two separate OT's but I don't think clearing the OT has that much of a performance hit. Majik. -- -- Majik - Owner/Curator of the Sinclair Microcomputer Museum -- Spod in a suitcase - ' Have Compiler, will travel ' -- http://mudhole.spodnet.uk.com/~majik/ --