"Ron AF Greve" <ron@[EMAIL PROTECTED]
> wrote in message
news:472b4455$0$228$e4fe514c@[EMAIL PROTECTED]
> Hi,
> "Miss Elaine Eos" <Misc@[EMAIL PROTECTED]
> wrote in message
> news:Misc-4AFB2E.08124802112007@[EMAIL PROTECTED]
>> In article <vlCWi.204$Kq1.81@[EMAIL PROTECTED]
>,
>> "Jim Langston" <tazmaster@[EMAIL PROTECTED]
> wrote:
>>
>>> If you have the bounding boxes for all the objects, you simply have to
>>> sort
>>> on the smallest z of each bounding box (closest forward to the
camera).
>>> This shouldn't be a much of a problem at all and should be fairly math
>>> easy.
>>
>> It's a bit more difficult if the boxes aren't camera-axis aligned --
but
>> still shouldn't be TOO bad. Basically, you have to find the corner of
>> each box that's closest to the camera.
>>
>> --
>> Please take off your pants or I won't read your e-mail.
>> I will not, no matter how "good" the deal, patronise any business which
>> sends
>> unsolicited commercial e-mail or that advertises in discussion
>> newsgroups.
>
> Thanks for the reply both.
>
> If you take a look at the picture in my previous post I don't think that
> would work (or I just misunderstood). The red box has a corner that is
> closest to the cam however it is actually behind the purple box (i.e. it
> should be rendered first).
Well, in this type of 3D objects (being various sizes) that's the reason
they came up with the z-buffer.


|