Path: utzoo!news-server.csri.toronto.edu!cs.utexas.edu!rice!uw-beaver!fluke!ssc-vax!coy From: coy@ssc-vax (Stephen B Coy) Newsgroups: comp.graphics Subject: Re: Depth Cueing Message-ID: <3713@ssc-bee.ssc-vax.UUCP> Date: 14 Mar 91 21:00:21 GMT References: <9103132039.AA00198@enuxha.eas.asu.edu> Sender: news@ssc-vax.UUCP Reply-To: coy@ssc-vax.UUCP (Stephen B Coy) Distribution: na Organization: Boeing Aerospace & Electronics Lines: 15 In article <9103132039.AA00198@enuxha.eas.asu.edu> hollasch@enuxha.eas.asu.edu (Steve Hollasch) writes: >a linear interpolation between the two endpoints. This approach isn't >quite accurate, though, because the change in distance to the viewpoint is >not linearly related to distance along the edge (though it's probably good >enough for approximation). The relationship between screen space and depth is inversely proportional. What you want to do is calculate 1/depth at each vertex and linearly interpolate. This also appears when doing a z-buffer type renderer. stephen coy coy@ssc-vax.UUCP BDIF