Difference between revisions of "Z-fighting"

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[[File:Z_fighting.gif|thumb|200px|right|Animation showing z-fighting]]
 
[[File:Z_fighting.gif|thumb|200px|right|Animation showing z-fighting]]
'''Z-fighting''' (also known as brush-collision) is a term long used in the 3D design world to describe the effect of two or more faces of a polygon attempting to occupy the same space. It creates a jagged, flickering effect where two or more brush faces attempt to be displayed in the same space along a plane. This anomaly causes a disruption in the gaming scenario and can cause engine performance degradation if the total surface area of brush collisions are great enough.
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'''Z-fighting''' describes an effect in the 3D design where of two or more faces of a polygon, be it a brush or mesh, occupy the same space, the very same plane actually. It creates a flickering effect where the two or more brush faces overlap. What happens is this: the engine first draws the face of one brush and then of the other, alternating between then. Should the faces have different textures the flicker effect becomes quite noticeable.
  
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In most cases performance issues should not result, but clean overlap-free mapping is recommended.
  
 
== Why is this relevant? ==
 
== Why is this relevant? ==
Eliminating these visual disruptions and technical mapping errors protect the player from being torn out of their cushy, make-believe world that is the map they're exploring. Since the flicking created by z-fighting is particularly rapid and annoying it will not go unnoticed and the player will think less of the map and the level designer. Leaving these easily avoidable errors in a map is a sign of sloppy level design, not a show stopper, but an superfluous irritation.
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Eliminating these visual disruptions and technical mapping errors help the player stay immersed in the virtual world that is the map they are exploring. Since the flicking created by z-fighting is particularly rapid and annoying it will not go unnoticed and the player will think less of the map and the level designer.
  
 
[[Category:Map Optimization Guides]]
 
[[Category:Map Optimization Guides]]
 
[[Category:Mapping Guides]]
 
[[Category:Mapping Guides]]

Revision as of 15:34, 26 December 2015

Animation showing z-fighting

Z-fighting describes an effect in the 3D design where of two or more faces of a polygon, be it a brush or mesh, occupy the same space, the very same plane actually. It creates a flickering effect where the two or more brush faces overlap. What happens is this: the engine first draws the face of one brush and then of the other, alternating between then. Should the faces have different textures the flicker effect becomes quite noticeable.

In most cases performance issues should not result, but clean overlap-free mapping is recommended.

Why is this relevant?

Eliminating these visual disruptions and technical mapping errors help the player stay immersed in the virtual world that is the map they are exploring. Since the flicking created by z-fighting is particularly rapid and annoying it will not go unnoticed and the player will think less of the map and the level designer.