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Re: Texture mapping co-ordinates
Katie Lucas wrote:
> Actually, talking of numerical imprecision, I've got some artifacts
> caused by limited precision in the depth buffer, but I can't recall
> how you set up OpenGL to avoid this (In glide it's something like
> "use a W buffer rather than a Z buffer) ?
Using a W buffer helps over some portion of the range of depths and
makes matters worse over other parts. You only have 16 bits - and
all you can possibly do is re-map how they are applied. It's *really*
hard to get rid of depth artifacts on systems with 16 bit Z - fortunately,
all modern boards have 32 bits which *largely* makes the problem go away.
> I had a play with glDepthRange(), but I can't really see how fiddling
> with that would help..
You need *another* of my OpenGL FAQ's:
http://web2.airmail.net/sjbaker1/love_your_z_buffer.html
...bottom line - push your near clip plane out as far from your eye
as you possibly can. Don't fiddle with glDepthRange - it won't help.
You might want to read the other OpenGL FAQ's I've written:
http://web2.airmail.net/sjbaker1/omniv.html
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