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  Z-buffer algorithm implementation problem  (Read 221 times)
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Offline bestwarrior2001

Junior Newbie


Exp: 3 years



« Posted 2017-04-18 09:42:24 »

Hi guys, now I'm making a 3d game engine in Java from scratch.

Now I'm working at the Z-buffer because I didn't like the effect of the Painter's Algorithm(Z-sorting).

My question is: what is the easiest way to determine the Z value of each pixel? Please include a source code if you can  Wink

P.S.: The renderer contains just triangles, something like that:

class Vector3d {
double x,y,z;
}
class Triangle {
Vector3d v1,v2,v3;
Color color;
}
class Renderer {
public Triangle[] triangles;
[ . . . ]
}
Offline ClickerMonkey

JGO Coder


Medals: 26
Exp: 10 years


Game Engineer


« Reply #1 - Posted 2017-04-18 12:43:59 »

When you transform the 3d points into 2d screen coordinares the z value of the transformed point is the z value you use.

Offline bestwarrior2001

Junior Newbie


Exp: 3 years



« Reply #2 - Posted 2017-04-18 12:48:53 »

When you transform the 3d points into 2d screen coordinares the z value of the transformed point is the z value you use.

1. So don't I need the z value of the points inside the triangle?
EDIT
2. if so, what if the triangle's vertices have different Z values?
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Offline KaiHH

JGO Kernel


Medals: 397



« Reply #3 - Posted 2017-04-18 14:33:48 »

You need to do perspective-correct interpolation of the three vertices' Z values for each fragment generated within the triangle.
Offline bestwarrior2001

Junior Newbie


Exp: 3 years



« Reply #4 - Posted 2017-04-18 17:11:39 »

You need to do perspective-correct interpolation of the three vertices' Z values for each fragment generated within the triangle.
DUDE, that's exactly what I need!  Cheesy

Thank you a lot! Smiley
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