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How to increase the zbuffer precise

by Di-Chung An · in Torque Game Engine · 06/13/2004 (9:37 pm) · 6 replies

In 16-bit mode, when I set the camera far from the terrain, the dif model,such as the houses, will display incorrect lightmap.Does zbuffer precise bring this error?

#1
06/14/2004 (5:42 am)
Seeing as lightmaps are calculated during the lighting phase, independent of camera location, how would z-precision affect that?

- Brett
#2
06/14/2004 (10:40 am)
@Brett: I could be wrong, but maybe he's not referring to the lightmap generation, but their display in two-pass mode. In other words, when he zooms the camera far up above his DIFs, precision errors in a small Z-buffer causes the lightmap textures to shimmer as they pierce their base texture surfaces.

I occasionally see this with my DTS shadows, but I am running in 32-bit mode, so I don't think it's Z-buffer precision errors.

@Di-Chung: Is this correct? Or are you seeing another issue? You shouldn't see this at all, because the interior rendering code will render lightmaps in a single pass (via multiple textures). However, I think the lightmaps are rendered as a second pass when they fall on the terrain. I haven't examined the interior/terrain shadow rendering code yet.
#3
06/14/2004 (10:16 pm)
d:\screenshot_001-00001.pngd:\screenshot_001-00002.png
Look at these pictures.Notice the house in the center of the scene.When I zoom he camera afr up above this dif, I found this!
#4
06/14/2004 (10:39 pm)
d:\screenshot_001-00001.pngd:\screenshot_001-00002.png
Look at these pictures.Notice the house in the center of the scene.When I zoom he camera afr up above this dif, I found this!
#5
06/15/2004 (6:28 am)
If you are in the editor, be aware that it seems to use the OpenGL polygon offset option. I too notice some problems with Z-precision when in the editor. But in game, I don't notice it.

- Brett
#6
06/15/2004 (9:28 am)
@Di-Chung: I do not see the images, they are not showing up.