Getting Started
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Glossary
N-Z Terms
Z-buffer
2min
a z buffer is a depth buffer used to determine which objects are closer to the camera and should be rendered in front of other objects it is a 2d array that stores the depth (or z coordinate) of each pixel in the image the z buffer is used during the rendering process to determine which pixels should be drawn on the screen for each pixel, the z buffer is checked to see if there is already an object rendered at that location if there is, the new object will not be drawn, as it is behind the existing object if there is not already an object rendered at that location, the new object will be drawn the z buffer is a very efficient way to determine which objects should be rendered in front of others it is used in almost all modern 3d graphics applications here are some of the benefits of using a z buffer in computer graphics it can be used to determine which objects are closer to the camera the z buffer can be used to determine which objects are closer to the camera and should be rendered in front of other objects this is important for creating a realistic 3d image it is efficient the z buffer is a very efficient way to determine which objects should be rendered in front of others this is because it only needs to be checked for each pixel that is being rendered it is versatile the z buffer can be used in a variety of 3d graphics applications it is a standard feature of most modern graphics apis here are some of the drawbacks of using a z buffer in computer graphics it can be expensive the z buffer can be expensive to implement, especially in 3d games with complex scenes this is because the z buffer needs to be stored in memory and updated each time a new object is rendered it can be inaccurate the z buffer can be inaccurate for objects that are very close together this is because the z buffer only stores the depth of each pixel, and it cannot account for the different shapes of objects overall, the z buffer is a powerful tool that can be used to create realistic 3d images it is efficient and versatile, but it can be expensive and inaccurate for objects that are very close together feedback please be sure to submit issues or feature requests through the embedded feedback form in the event it is a major issue please contact us directly through discord