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发表于 2010-5-19 11:03:18
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两个面共面或面之间距离很近时,会出现十分难看的z - fighting 问题, 另外在地形上绘制等高线也有z -fighting问题
要解决此问题可以使用, Polygon Offset, 方法如下:
drawSomething();
//同一位置绘制另一个东西
glEnable( GL_POLYGON_OFFSET_FILL ); // This is the one we need...
glPolygonOffset( g_OffsetFactor, g_OffsetUnit );
drawOtherthing();
glPolygonOffset( 0.0f, 0.0f );
glDisable( GL_POLYGON_OFFSET_FILL );
其中
g_OffsetFactor代表 factor,
g_OffsetUnit 代表 units,
关于factor, units 的解释如下:
When GL_POLYGON_OFFSET is enabled, each fragment's depth
value will be offset after it is interpolated from the depth
values of the appropriate vertices. The value of the offset
is factor * DZ + r * units, where DZ is a measurement of
the change in depth relative to the screen area of the
polygon, and r is the smallest value that is guaranteed to
produce a resolvable offset for a given implementation. The
offset is added before the depth test is performed and
before the value is written into the depth buffer.
glPolygonOffset is useful for rendering hidden-line images,
for applying decals to surfaces, and for rendering solids
with highlighted edges.
我的翻译:
当GL_POLYGON_OFFSET启用,多边形每个由相应顶点内插得到的深度值将被“偏移”。
偏移值的量为 “factor * DZ + r * units”,这里DZ是多边形深度值相对其屏幕面积变化的一个量算值,
r 是一个可以确保能产生一个可用于实行的偏移最小值。 这个“偏移”值在深度检测和值被写入z-Buffer之前要加到片段深度值上。
在渲染隐藏线影像,申请表面注记,和渲染带有高亮边的填充体方面glPolygonOffset很有用。 |
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