http://wiki.polycount.com/w/index.php?title=Z-Buffer&feed=atom&action=history
Z-Buffer - Revision history
2024-03-29T00:16:23Z
Revision history for this page on the wiki
MediaWiki 1.23.2
http://wiki.polycount.com/w/index.php?title=Z-Buffer&diff=6087&oldid=prev
EricChadwick: restored and revised
2015-03-20T01:15:57Z
<p>restored and revised</p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 01:15, 20 March 2015</td>
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<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del class="diffchange diffchange-inline">#REDIRECT </del>[[<del class="diffchange diffchange-inline">Glossary#</del>Z-<del class="diffchange diffchange-inline">Buffer</del>]]</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">Z-Buffer is used by a </ins>[[<ins class="diffchange diffchange-inline">:Category:GameEngines|game engine]] to determine which objects, or parts of objects, are visible and which are hidden behind other objects. </ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">The graphics processor stores the </ins>Z-<ins class="diffchange diffchange-inline">axis value of each pixel in a special area of memory called the Z-buffer, which is updated constantly. </ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">Different objects can have the same x- and y-coordinate values, but with different z-coordinate values. The object with the lowest z-coordinate value is in front of the other objects, and therefore that's the one that's displayed. </ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">An alternate algorithm for hiding objects behind other objects is called Z-sorting. The Z-sorting algorithm simply displays all objects serially, starting with those objects furthest back (with the largest Z-axis values). The Z-sorting algorithm does not require a Z-buffer, but it is slow and does not render intersecting objects correctly.</ins></div></td></tr>
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EricChadwick
http://wiki.polycount.com/w/index.php?title=Z-Buffer&diff=5224&oldid=prev
Caustic: Redirected page to Glossary#Z-Buffer
2014-10-10T02:15:25Z
<p>Redirected page to <a href="/wiki/Glossary#Z-Buffer" class="mw-redirect" title="Glossary">Glossary#Z-Buffer</a></p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 02:15, 10 October 2014</td>
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<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del class="diffchange diffchange-inline">__NOTOC__</del></div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">#REDIRECT </ins>[[<ins class="diffchange diffchange-inline">Glossary#</ins>Z-Buffer]]</div></td></tr>
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<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div> </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div></div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del class="diffchange diffchange-inline">= </del>Z-Buffer <del class="diffchange diffchange-inline">=</del></div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div></div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div> </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div></div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del class="diffchange diffchange-inline">An algorithm used in 3-D graphics to determine which objects, or parts of objects, are visible and which are hidden behind other objects. With Z-buffering, the graphics processor stores the Z-axis value of each pixel in a special area of memory called the Z-buffer. Different objects can have the same x- and y-coordinate values, but with different z-coordinate values. The object with the lowest z-coordinate value is in front of the other objects, and therefore that's the one that's displayed. </del></div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div></div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div> </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div></div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del class="diffchange diffchange-inline">An alternate algorithm for hiding objects behind other objects is called Z-sorting. The Z-sorting algorithm simply displays all objects serially, starting with those objects furthest back (with the largest Z-axis values). The Z-sorting algorithm does not require a Z-buffer, but it is slow and does not render intersecting objects correctly.</del></div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div></div></td></tr>
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Caustic
http://wiki.polycount.com/w/index.php?title=Z-Buffer&diff=3815&oldid=prev
Cheeseplus: 1 revision
2014-07-29T08:46:14Z
<p>1 revision</p>
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<td colspan='1' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='1' style="background-color: white; color:black; text-align: center;">Revision as of 08:46, 29 July 2014</td>
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Cheeseplus
http://wiki.polycount.com/w/index.php?title=Z-Buffer&diff=3814&oldid=prev
BrandonPhoenix: created Z- buffer
2010-08-16T21:55:00Z
<p>created Z- buffer</p>
<p><b>New page</b></p><div>__NOTOC__<br />
{{:[[OutOfDate]]}}<br />
<br />
= Z-Buffer =<br />
<br />
An algorithm used in 3-D graphics to determine which objects, or parts of objects, are visible and which are hidden behind other objects. With Z-buffering, the graphics processor stores the Z-axis value of each pixel in a special area of memory called the Z-buffer. Different objects can have the same x- and y-coordinate values, but with different z-coordinate values. The object with the lowest z-coordinate value is in front of the other objects, and therefore that's the one that's displayed. <br />
<br />
An alternate algorithm for hiding objects behind other objects is called Z-sorting. The Z-sorting algorithm simply displays all objects serially, starting with those objects furthest back (with the largest Z-axis values). The Z-sorting algorithm does not require a Z-buffer, but it is slow and does not render intersecting objects correctly.<br />
----<br />
[[Category:Glossary]]</div>
BrandonPhoenix