From: Hans-Bernhard Broeker Newsgroups: comp.os.msdos.djgpp Subject: Re: Z-Buffered Bitmaps Date: 25 May 2000 09:25:23 GMT Organization: Aachen University of Technology (RWTH) Lines: 18 Message-ID: <8giri3$8us$1@nets3.rz.RWTH-Aachen.DE> References: <8gfm6n$51g6$1 AT newssvr04-int DOT news DOT prodigy DOT com> <392C41AC DOT B5D4B0E0 AT mtu-net DOT ru> NNTP-Posting-Host: acp3bf.physik.rwth-aachen.de X-Trace: nets3.rz.RWTH-Aachen.DE 959246723 9180 137.226.32.75 (25 May 2000 09:25:23 GMT) X-Complaints-To: abuse AT rwth-aachen DOT de NNTP-Posting-Date: 25 May 2000 09:25:23 GMT Originator: broeker@ To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Reply-To: djgpp AT delorie DOT com Alexei A. Frounze wrote: > You don't really need any Z-buffers. At least Z-buffer is a computer gfx > term usually used in 3d gfx. Usually, but not only there. In the situation the original poster describes, he *does* need a z buffer. You didn't read the question completely, I think: he was talking about multiple _concurrent_ threads blitting windows to a common framebuffer. In that case he cannot z-sort the windows, simply because there's no point in time when they're all available, so they can be sorted and output. His situation requires either a z-buffer or a datastructure that partitions the plane into rectangles or similar areas of common 'depth', which is somewhat equivalent to the 'dirty rectangles' blitting method for sprites. -- Hans-Bernhard Broeker (broeker AT physik DOT rwth-aachen DOT de) Even if all the snow were burnt, ashes would remain.