2.5D Depth Buffer problems
I am currently making a ''classic'' 3D shooter game, where instead of 3D models there are simply 2D sprites with masking. The problem is, when I use the z-buffer, a bullet ricochet will be partially obscured by the wall it hits. Any suggestions?
Marathon Redux: MY mega project.http://marathonredux.forerunners.org
polygon offset.
or,
an easier way (depending on the situation)
is to fudge the projection matrix, and push out the far and near clip planes. This ''offsets'' depth values semi-consistently... where as poly offset does some random stuff here and there.
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or,
an easier way (depending on the situation)
is to fudge the projection matrix, and push out the far and near clip planes. This ''offsets'' depth values semi-consistently... where as poly offset does some random stuff here and there.
| - Project-X - my mega project.. close...

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