Path: utzoo!news-server.csri.toronto.edu!rutgers!att!pacbell.com!tandem!netcom!rodent From: rodent@netcom.COM (Ben Discoe) Newsgroups: comp.sys.amiga.programmer Subject: Re: 3D Graphics Message-ID: <27984@netcom.COM> Date: 13 Mar 91 02:15:13 GMT References: <91067.230242R18QC@CUNYVM.BITNET> <1991Mar10.183032.17717@hoss.unl.edu> <1991Mar11.192635.6235@ucunix.san.uc.edu> Organization: Netcom - Online Communication Services UNIX System {408 241-9760 guest} Lines: 22 reher@ucunix.san.uc.edu (Jay R. Reher) writes: > 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. For crying out loud, we're talking Amigas here. Can you imagine doing several frames a second using software Z-buffering? No way. A BSP tree method might certainly do some good (assuming only the viewpoint moves, which is a rather severe assumption). We're talking depth sorting here, not depth cueing (who mentioned cueing?) The Newell-etc. algorithm is the best method I've found after two years of coding, study, and reading every textbook on the subject. If you've got a real suggestion, there are several of us very much interested! >it works well and the display code is easy to write. > Jay Reher ...and takes several minutes for a scene of average complexity, at least. Any ideas for something usable for virtual reality (what we're all interested in nowadays), say, at minimum 1 frame a second? ........Ben, trying to be nice but having sweated blood on this project for a long time, may start to show signs of cracking. Sorry.