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W pleasure, W fun [3D graphics]

机译:W的乐趣W的乐趣[3D图形]

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The whole point of doing 3D graphics is the third dimension. Since the screen is only two-dimensional, the third dimension appears only indirectly in terms of perspective and occlusion. Correct occlusion testing is, however, fairly sensitive to precision problems in the depth calculation. I review the traditional way to represent depth and describe a new technique that appears in the new generation of 3D graphics boards. This technique has become practical as a side effect of perspective-correct texture mapping hardware. Both ways have their good and bad points, so I establish some rules of thumb on which method to choose in a given situation.
机译:制作3D图形的重点是三维。由于屏幕仅是二维的,因此第三维仅在透视和遮挡方面间接显示。但是,正确的咬合测试对深度计算中的精度问题相当敏感。我回顾了代表深度的传统方法,并描述了新一代3D图形板中出现的一种新技术。作为透视校正纹理映射硬件的副作用,该技术已变得实用。两种方法都有其优点和缺点,因此我就在给定情况下选择哪种方法建立了一些经验法则。

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