Path: utzoo!news-server.csri.toronto.edu!rutgers!tut.cis.ohio-state.edu!ucunix.san.uc.edu!reher From: reher@ucunix.san.uc.edu (Jay R. Reher) Newsgroups: comp.sys.amiga.programmer Subject: Re: 3D Graphics Message-ID: <1991Mar11.192635.6235@ucunix.san.uc.edu> Date: 11 Mar 91 19:26:35 GMT References: <91067.230242R18QC@CUNYVM.BITNET> <1991Mar10.183032.17717@hoss.unl.edu> Sender: reher@ucunix.san.uc.edu Organization: University of Cincinnati Lines: 11 I do belive the word you are looking for is Z-buffering. Depth Cueing refers to items looking darker the further they are away from the viewer. My solution to Z-buffering is to enter all polygons into a binary tree , sorting by max depth, the doing a recursive traveral at display time. This does require a lot of stack space and memory , it main disadvantage, but it works well and the display code is easy to write. Jay Reher