Reply 20 of 22, by Gemini000
- Rank
- l33t
wrote:You'll still need to use the zbuffer in case you want to render decals that are partially occluded by closer objects.
Uhh...
wrote:...since you can just mask out where you need the stencil to go using the current z-buffer state...
...I don't think you read through my response properly...
wrote:Since the resolution of the zbuffer is not constant, there is no way to ensure that you are 'at least one z-buffer unit closer' in all cases.
Right, which is why I said...
wrote:...at most visual ranges.
Having decals float above surfaces instead of using the stencil buffer may seem dumb nowadays, but it was common practice for the longest time, even after the stencil buffer became a thing, because it took GPU time and memory to use the stencil buffer which was better spent just guessing where the decal should go so it wouldn't get clipped by the z-buffer, then letting the standard rendering system handle it. :P
--- Kris Asick (Gemini)
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