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[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] Re: Pre-rendered scene and 3D character movements
At 14:51 22.09.99 +0100, you wrote:
>Hi
>
>To be honest with you, I do not know. However, I thought about this
>problem few days ago, and here is my conclusion: the programmer may have
>replaced the 3D algorthm with a 2D one.
>I mean: knowing the scene, we can define zones on the pre-rendered picture
>the 3D character will be hidden by. Once its 2D projection interacts with
>one of these zones, then the intersecting section of the character
>disappears and the zone is diplayed. We might assimilate this to the
>painter algorithm with an infinite weight associated with the wall, or
>whtever needs being renderer on top of the character.
>Still, this is only a guess, and I am not certain I am right.
>Can anybody confirm or contradict this solution ? I might need it in the
>future.
This would be one way of doing it. Another one would be to store a Z buffer
from the pre-rendered frames. Then you could just render the 3d Meshes
using that Z buffer. You might say a Z buffer will use too much space, but
the accuracy can be reduced and then the buffer can be decompressed.
This way do require a few things:
The render must be able to use z buffer.
If hardware rendering is used:
There must be access to the z buffer
It must be possible to convert the z buffer to the same as the
hardware. They do use different ones.
Just my idea.
Cheers,
Sam Nova
---------------------------------------------
PC, PlayStation and GameBoy Color programmer.
samnova@datacomm.ch
http://members.xoom.com/SamNova
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