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Subject:
Z-depth buffer in OpenGL
Sender:
genietdev0@iol.ie
10.08.04 17:36
Hello all of you,
Do people know what value for the z-depth buffer is being used by Cortona when it initialzes OpenGL? I have the idea it uses a small Z-depth buffer value.
Due to this, far away objects (say 30000 m) are sometimes rendered in front of less far (say 15000 m) away objects. I don't see this behavoir with other VRML plug-ins like BS Contact (which seems to have a Z-depth of 16 for OpenGL).
See:
http://www.iol.ie/~geniet/eng/burnirishbar/skyviewblackrockcity.htm
You will see near the mountain top (in the middle) a small part of the setting sun when using the DirextX or the R98 renderer, and when using OpenGL one sees the sun in front of the mountain (which is wrong).
Let me hear of you see the same and if you have a reason.
I am using the following:
Cortona VRML 4.2 (build 93)
screen size: 1024*768
OS: Windows XP Professional Service Pack 1
Computer: Dell Latitude D400, 1.4 GHz, 512 MByte
Graphics: Intel(R) 82852/82855 GM/GME Graphics (full hardware acceleration and enable write combination)
Thanks for your feedback.
All the best,
Victor
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Z-depth buffer in OpenGL
/
genietdev0@iol.ie
/ 10.08.04 17:36
Re: Z-depth buffer in OpenGL
/
genietdev0@iol.ie
/ 2.09.04 04:42
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