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  [SOLVED] Z order best practise  (Read 2066 times)
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Offline Mike

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« Posted 2009-08-02 17:57:00 »

Hi gurus Smiley

I was wondering what the advice was when it comes to Z order to avoid tearing. When testing my game on some machines I so far found one (running OpenGL 1.4 on an integrated intel card) that had problems with my z order so the textures ended up inside each other.

My current use is to first draw the ground and then draw things on top of it at (ground z+0.02). This works perfectly well in all cases but one. If the z value is really close to the camera it still works, but when the z value gets further from the camera it doesn't work anymore (I guess that the 0.02 is too small a part when z is 20 smaller than the camera but when it is 3 it works fine).

Any ideas? What is the best solution for it when you want to have it run on intel integrated cards?

Thanks a ton in advance,
Mickelukas

My current game, Minecraft meets Farmville and goes online Smiley
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Offline tom
« Reply #1 - Posted 2009-08-02 20:28:38 »

glPolygonOffset(float factor, float units)

Offline Mike

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Medals: 69
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Exp: 5 years


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« Reply #2 - Posted 2009-08-02 21:09:24 »

Short but nice answer Wink

I was pretty much doing that already but with my own offset function. I'll use the OpenGL one and test it on the old computer Smiley

Thanks!

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
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Offline Mike

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Medals: 69
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Exp: 5 years


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« Reply #3 - Posted 2009-08-02 21:44:35 »

I read somewhere that using polygon offset has a performance hit but I didn't notice anything.

I implemented it and it worked like a charm on the old integrated intel card.

Thanks!

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
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