*BSD News Article 64389


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From: geert@cs.KULeuven.ac.be (Geert Uytterhoeven)
Newsgroups: comp.os.linux.development.apps,comp.os.linux.development.system,comp.os.linux.x,comp.os.linux.hardware,comp.os.linux.setup,comp.unix.bsd.386bsd.misc,comp.unix.bsd.bsdi.misc,comp.unix.bsd.netbsd.misc,comp.unix.bsd.freebsd.misc
Subject: Re: Why to not buy Matrox Millennium
Date: 27 Mar 1996 10:55:44 GMT
Organization: Department of Computer Science, Katholieke Universiteit Leuven, Belgium
Lines: 36
Sender: geert@idefix (Geert Uytterhoeven)
Distribution: world
Message-ID: <4jb6rg$72q@idefix.CS.kuleuven.ac.be>
References: <4j21ph$crr@slappy.cs.utexas.edu> <ROELL.96Mar25214459@blah.xinside.com> <4javnt$qo5@jaws.cs.hmc.edu>
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In article <4javnt$qo5@jaws.cs.hmc.edu>, mmicek@muddcs.cs.hmc.edu (Michael J. Micek) writes:
|> In article <ROELL.96Mar25214459@blah.xinside.com>,
|> Thomas Roell <roell@xinside.com> wrote:
|> >There are now a couple of real problems with HW acceleration.
|> > Because every chip has a different scheme of mapping
|> >certain functions to the buffers (like limits/clamping for the
|> >z-buffer) you have to write a software emulation of each chip for the
|> >cases where the chip cannot render directly a specific thing. As the
|> >OpenGL invariance rules state that the same pixels get rendered
|> >whether you draw to the backbuffer or the frontbuffer you have a
|> >serious limitation here. The next hugeish problem is feeding the
|> 
|> It would be interesting to know what the heck he's talking about.
|> Anybody not working in the industry (an engineering student, say) care
|> to explicate, just for the heck of it?  What's a z-buffer?  

A z-buffer is used to remember the z (depth) coordinate of every pixel on the
screen. If you want to draw a new object, you have to check for every pixel
of the new object whether it's in front of or behind the corresponding pixel
that's already on the screen. If it's in front of the screen pixel (compare the
z position in the z buffer), you have to draw the pixel and update the z
buffer. If it's behind, just forget about it.

Hardware z buffering is much faster than software, especially combined with
polygon drawing. All you have to do is tell the graphics chip the coordinates
of the vertices of the polygon, and it will automatically update the frame
buffer and the z buffer.

Greetings,

						Geert

--
Geert Uytterhoeven                     Geert.Uytterhoeven@cs.kuleuven.ac.be
Wavelets, Linux/m68k on Amiga          http://www.cs.kuleuven.ac.be/~geert/
Department of Computer Science -- Katholieke Universiteit Leuven -- Belgium