Game Development Community

Zbuffer problems with OpenGL

by Andy Hawkins · in Torque Game Engine · 08/13/2005 (6:31 pm) · 5 replies

Has anyone else noticed the shocking zbuffer when OpenGL is selected as the drawing device for a Torque game?

When I switch to DirectX it's fine - as expected. In OpenGL the distance is a lot shorter, polygons strobe and overlap incorrectly at a closer distance.

It would seem that the memory assigned to a zbuffer in OpenGL is a lot less?

Is there anyway to either increase the memory assigned to OpenGL buffer, or fix the depth of the viewing frustum so the memory available for the zbuffer is more effectively optimised?

#1
08/13/2005 (7:46 pm)
Hi Andy.

I haven't noticed a problem.

Do you have an ATi card? I do.
There are options in my Windows display settings that allow me to change the z-buffer depth for ogl.
Do you have something like that you can try?
Just a thought.
#2
08/13/2005 (8:49 pm)
Fixered! Thanks for that - I changed the bit to Force 24bit Z buffer in my display properties for OpenGL and BOING! fixered...
#3
08/13/2005 (9:02 pm)
Nice.

Do you have an ATi? what driver do you have? mine's about 6 months old.
Just wondered if its something to look out for, if I update my driver.
#4
08/13/2005 (10:20 pm)
It's the Omega drivers for laptops. Build 2.5.58 - downloaded about 1 month ago - yes it's an ATI 9600 64Meg
#5
08/13/2005 (10:50 pm)
Ok. i'm using the 'stock' ATi driver. I have a desktop.