|
> > Yes i think that was the main thing i was thinking as well, I just didn't > > realise it had a name "front-to-back" ;-) > > Front-to-back rendering is _not_ an optimization. It's actually quite a bit > slower because for each pixel, you need to check to make sure there's nothing in > the frame buffer with a higher priority. It's almost like Z-buffering except > that you don't necessarily need a separate occlusion buffer (though I think Stef > mentioned Gens uses one.) > > Genecyst encoded priority information into the upper 2 bits of each pixel and it > used that to determine whether something was already there (because obviously > the color data alone tells you nothing.) > > Front-to-back rendering is required for complete accuracy, though.
How come - do you mean like the intro to Sonic 2 with the low priority sprite masking?
You learn something old everyday...
|