Difference between revisions of "Polygon Depth Offset"

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(Created page with "Polygon Depth Offset is a way of dealing with Z-Fighting. Polygon Depth Offset will push the depth values of a polygon away from the camera some number of units. This occu...")
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Polygon Depth Offset is a way of dealing with [[Z-Fighting]]. Polygon Depth Offset will push the depth values of a polygon away from the camera some number of units. This occurs in a camera-independent way, so its much easier to do than to offset your polygons by hand simply by using translations (Since a translation in one direction will work from one camera view, but not from a different one).
 
Polygon Depth Offset is a way of dealing with [[Z-Fighting]]. Polygon Depth Offset will push the depth values of a polygon away from the camera some number of units. This occurs in a camera-independent way, so its much easier to do than to offset your polygons by hand simply by using translations (Since a translation in one direction will work from one camera view, but not from a different one).
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The value of the offset is polygonoffsetfactor * DZ + r * polygonoffsetunits, where DZ is a measurement of the change in depth relative to the screen area of the polygon, and r is the smallest value that is guaranteed to produce a resolvable offset for a given implementation. Essentially, the polygonoffsetunits are a constant change to the offset, and the polygonoffsetfactor is a change depending on how sloped the surface is to the viewer.
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[[Category: Touch Glossary‏‎]]
 
[[Category: Touch Glossary‏‎]]

Latest revision as of 16:48, 15 June 2020

Polygon Depth Offset is a way of dealing with Z-Fighting. Polygon Depth Offset will push the depth values of a polygon away from the camera some number of units. This occurs in a camera-independent way, so its much easier to do than to offset your polygons by hand simply by using translations (Since a translation in one direction will work from one camera view, but not from a different one).

The value of the offset is polygonoffsetfactor * DZ + r * polygonoffsetunits, where DZ is a measurement of the change in depth relative to the screen area of the polygon, and r is the smallest value that is guaranteed to produce a resolvable offset for a given implementation. Essentially, the polygonoffsetunits are a constant change to the offset, and the polygonoffsetfactor is a change depending on how sloped the surface is to the viewer.

A polygon is a type of Primitive that is formed from a set of Vertices in 3D that are implicitly connected together to form a multi-edge shape.

A polygon is a type of Primitive that is formed from a set of Vertices in 3D that are implicitly connected together to form a multi-edge shape.