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First off, these are all choices in the game? Some of these things should be included in the 3d engine, or is needed to display 3d right. The only type of game that I would think would have a choice for some of these would be maybe a strategy game (which uses both 3r and 2d displays).
z-buffer - basically, depth (thus the Z axis) in game. Lets say in a fps there is a box, in the middle of a room. z-buffering is how close the object is, and how much behind it you can see as you move forward. Some games don't use this method, but it is more realistic. true alpha - beats me. Never heard before. Alpha is a beginning, so uh... true beginning? Or realtime? perspective correct - Basically makes sure the textures show up right on a polygon in a 3d environment from all angles. triple buffer - A way to make the textures to display without much flickering or distortion. Usually by refreshing the framerate faster than your monitor refreshes (or the same speed). software color renderer - no idea. Probably uses software to help display color right (correctly, like hue/brightness), but that is a complete guess. Never heard before sort transparent polys - Not sure. Probably has to do with the lighting. texel adjustment - Texel is a spot of color in a texture. Usually 1 texel per pixel. When you get farther away from an object, the texel adjusts to the pixels to display the texture smaller. For example, take a 640x640 image, and shrink it down to 140x140. It may look the same, but if you blow it up, it will be distorted. Texel adjustment makes it "not distorted" in a 3d world. mic position - no idea what the definitiopn would be for a game....
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--v1.0 [COLOR=Gray]case modded[/COLOR] Xbox with a [COLOR=DarkGreen]160gb[/COLOR] HDD upgrade[URL="irc://irc.efnet.net/fileforums"] [/URL] Last edited by Quall999; 07-04-2004 at 06:12. |
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