From: ovek AT arcticnet DOT no (Ove Kaaven) Newsgroups: comp.os.msdos.djgpp Subject: Re: What is Z-sorting? Date: Wed, 08 Apr 1998 10:10:32 GMT Organization: Arctic Net AS Lines: 33 Message-ID: <352b4a4e.3366243@isflak.arcticnet.no> References: <352B0463 DOT FA9FC86F AT earthlink DOT net> <352B3124 DOT 64F7 AT acadia DOT net> NNTP-Posting-Host: villager.arcticnet.no To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk Scott Warner wrote: >Steven S. Falls wrote: >> >> Lately I have been hering about somthing called Z-Sorting. What is >> it? >> Thnaks, >> -Ardy >> http://www.addr.com/~ardy/ > >Z-buffering is an algorithm used to remove hidden surfaces when >displaying 3d surfaces. The x and y coordinates (plotted on the screen) >and the z coordinate (projected into the screen) is placed in a buffer. >Through sorting of these z coordinates hidden surfaces can be removed >for fast display. As I understand it, z-buffering is built into some 3d >accelerator boards. Z-sorting, on the other hand, is an algorithm that stashes all the polygons to be rendered in a list, and sorts them according to their Z order (a simple implementation would just sort according to the average Z of the vertices), and renders them later (often back-to-front (Painter's algorithm)). The difference between Z-buffering and Z-sorting is that Z-buffering is pixel-per-pixel and does pixel Z comparisons while rendering, while Z-sorting is polygon-per-polygon and sorts a list of polygons before rendering. For moderate numbers of polygons this difference is obvious (Z-buffering is more accurate and can handle overlapping, but has an incredible amount of overhead, while Z-sorting can do both the sorting and the rendering relatively fast). But for very high number of polygons, the overhead of the sorting operation may become high enough to warrant using Z-buffering instead.