Well, they must be right. I sure have no clue what it means.
So in 3D graphics, there is something called Z-Buffer. It's basically the order at which the graphics engine displays 3D objects in the scene. It's what allows geometry closer to the camera to appear closer in 3D space by occluding geometry farther away. Depending on the engine, geometry with a higher Buffer ID will occlude geometry with a lower ID. In other words, Z-Buffer determines what is the Background, Mid Ground, and Foreground of a 3D scene.Well, they must be right. I sure have no clue what it means.
That is clear as mud, as granny used to say….So in 3D graphics, there is something called Z-Buffer. It's basically the order at which the graphics engine displays 3D objects in the scene. It's what allows geometry closer to the camera to appear closer in 3D space by occluding geometry farther away. Depending on the engine, geometry with a higher Buffer ID will occlude geometry with a lower ID. In other words, Z-Buffer determines what is the Background, Mid Ground, and Foreground of a 3D scene.
Well, in complex 3D scenes, some 3D geometry inevitably will occupy the same space at some point, occupying the same Z-Buffer Range. Since this is physically impossible, the engine will struggle to display the geometry and the two surfaces will shimmer like in the above picture and "fight" for control. This phenomenon is called "Z-Fighting", and is a very obvious 3D graphics glitch that has plagued gamers, modelers, and artists for decades, and probably won't have a solution for a long time as it is a compromise to a paradox in the rules of geometric topology.
Anyways, the term "Z-Fighting" title is often associated with the TV series Dragon Ball Z, thus the pun.
Yup, technical nerd jokes are the bestThat is clear as mud, as granny used to say….
I can add 6/6/66 and 7/7/77 to that list also.
My wife can add 5/5/55I can add 6/6/66 and 7/7/77 to that list also.
Jamil approves.
Me too.My wife can add 5/5/55
I can add 6/6/66 and 7/7/77 to that list also.