Glossary » Z

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Z-buffer
Every point in 3D is assigned a “Z” value, which denotes its depth in the scene about to be rendered just as it’s assigned “X” and “Y” value which denotes its horizontal and vertical position.
Z-Correct Bump Mapping
A method used to accurately bump map intersecting polygons. Often used in scenes where bump mapped land and water meet.
Z-Sorting
This is an alternative, rather crude form of dealing with hidden surfaces that doesn’t even require the use of a Z-Buffer. Z-Sorting involves rendering a scene from the back forwards so that each layer of the scene hides the relevant parts of the layer behind. Because all parts of Z-sorted scenes are rendered fully this process is usually slow and inaccurate when objects are close to or intersect each other.
Z-Value
Every point in 3D is assigned a “Z” value, which denotes its depth in the scene about to be rendered just as it’s assigned “X” and “Y” value which denotes its horizontal and vertical position.

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