zbuffer(3G)
zbuffer - enable or disable z-buffer operation in the current framebuffer
As shipped in IRIX 6.5.7. Unchanged since IRIX 6.5.
NAME zbuffer - enable or disable z-buffer operation in the current framebuffer C SPECIFICATION void zbuffer(Boolean bool) PARAMETERS bool is either TRUE or FALSE. TRUE enables z-buffer operation. FALSE disables z-buffer operation. DESCRIPTION zbuffer turns z-buffer mode off or on for the current framebuffer, one of normal, popup, overlay, and underlay, as specified by drawmode. The z buffer is a bitplane bank that is associated with a single framebuffer, and that stores a depth value for each pixel in that framebuffer. When z-buffer operation is enabled, the depth value associated with each incoming pixel is compared to the depth value stored in the framebuffer at that pixel location. The comparison function is specified by zfunction. If the comparison passes, the incoming pixel color is written into the color bitplane bank or banks, and the incoming pixel depth is written into the z-buffer bitplanes. The current z write mask controls which z-buffer bitplanes are written with new depth data. If the comparison fails, no change is made to the contents of either the color bitplane banks or the z-buffer bitplane bank. In some cases, however, a change is made to the contents of the stencil bitplanes. By default z-buffer operation is disabled in all framebuffers. SEE ALSO drawmode, getzbuffer, lsetdepth, stencil, zclear, zdraw, zfunction, zsource, zwritemask NOTE On some models z-buffer hardware is optional. Call getgdesc(GD_BITS_NORM_ZBUFFER) to determine whether z-buffer hardware is available. Currently z-buffer operation is supported only in the normal framebuffer. To insure compatibility with future releases of the GL, make calls to zbuffer only while draw mode is NORMALDRAW. Error accumulation in the iteration of z can cause wrapping when the full depth range supported by the graphics hardware is used. (An iteration wraps when it accidentally converts a large positive value into a negative value, or vice versa.) While the effects of wrapping are typically not observed; if they are, they can be eliminated by reducing the depth range by a small percentage. At most four color buffers, such as front-left, front-right, back-left, back-right, and zdraw, can be rendered into simultaneously on the IRIS-4D RealityEngine model. BUGS IRIS-4D GT and GTX models accept z-buffer commands, and support z-buffer operation using the normal z buffer, when the draw mode is PUPDRAW, OVERDRAW, and UNDERDRAW. This operation is incorrect and will be changed in a future release of the Graphics Library.