Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!sdd.hp.com!ucsd!orion.oac.uci.edu!ucivax!megatek!toddh From: toddh@megatek.UUCP (Todd Heckel) Newsgroups: comp.graphics Subject: Re: checking whether 2 2D polygons overlap Keywords: polygon overlap 2D Message-ID: <848@portnoy.megatek.uucp> Date: 6 Dec 90 14:15:12 GMT References: <111@gem.stack.urc.tue.nl> <18082@netcom.UUCP> <7010@plains.NoDak.edu> Organization: Megatek Corporation, San Diego, California Lines: 8 Actually, the Z-buffer is a very brute force technique, one might even say "stupid". It get's the job done, but it wastes a lot of time dealing with every pixel from every polygon in the scene, whether or not it will be ultimately visible. It is also is not compatible with any kind of real-time anti-aliasing technique. The solution, of course, involves much more complex algorithms which perform various types of culling operations in order to limit the number of pixels actually rendered. Todd Heckel, net neophyte. Brought to you by Super Global Mega Corp .com