Pardon me for misusing the HSR term. Now that I’ve read the responses, I actually, have another question. Z-buffer removed the objects that should not be seen (ie. are behind other objects). Does that increase overhead? Meaning that the vertices/faces actually do get processed and then removed or do they just not get processed?
3dfx, when they existed, had implemented some HSR on the latest drivers which would make the games run much faster because the hidden surfaces were not processed.
If z-buffer does not process the shapes that are not seen, then it should improve performance.
I was thinking of how I could not process the shapes that are not drawn and hence improve performance. Basically I need an axis that is always pointing to the screen, figure out where on the axis that object is and then decide whether to draw it or not. But isn’t that the same as processing the objects? (I mean I have to draw it at least once and then figure out it’s position). Any ideas oh how to draw only front objects oject with minimum overhead?
Ps. I’m at work writing this, and I have to be quick, so I may not have made any sense