Gernot Frisch wrote:
> and if your card does not sup****t PBuffers? Radeon Mobility
> 7500 comes to mind.
Well, there's still the multipass implementation. Render a pass
for each subset of the bits. If you need depth testing, render
the first pass with the depth testing settings you need, then
for the subsequent p***** keep the content of the depth buffer,
disable depth write and use GL_EQUAL for the depth test. This
will also early Z cull occluded fragments.
The nice thing is, you can put all this (using PBuffer or not,
eventually render muliple p***** for the higher bits and so on)
into one single function. There are only two variables: Is a
PBuffer avaliabe. And the number of bits that the colour buffer
can hold.
Would also make a nice template function. In C++, D or a language
with similair capable templates. Or using C macros.
Wolfgang Draxinger
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