- Values
- True, False
- Default
- True Suggested Values: False for simple objects. True for complex objects.
- Comments
- Always try false in case it looks good enough.

- Values
- First Vertex, Min, Average, Max
- Default
- Max Suggested Value: Max Comments: First Vertex: Good for convex polygons (ex. pyramids, cubes, octahedrons.) Fastest polygon feature to compute.
- Min
- Sort polygon based on the minimum depth value (closest point). This (and max) are the 2nd fastest polygon features to compute.
- Average
- Sort polygon based on the average depth of a polygon's points. This is the slowest polygon feature to compute.
- Max
- Sort polygon based on the maximum depth value (farthest point). This (and min) are the 2nd fastest polygon features to compute.

- Range
- 1 - 32767
- Default
- 32 Suggested Value: The smallest value that continues to sort properly.

- Default
- Once Suggested Value: Once Comments: Currently, Each Frame and Once map to Each Frame due to a crash bug in BRender. I do not recomment using Preset.

- Default
- Max
- Min
- Sort the order table based on the minimum depth value of all of the polygons in the table. This (and max) are the 2nd fastest order table features to compute.
- Average
- Sort the order table based on the average depth of all of the polygons in the table. This is the slowest order table feature to compute.
- Max
- Sort the order table based on the maximum depth value of all of the polygons in the table. This (and min) are the 2nd fastest order table features to compute.

- Values
- True, False
- Default
- False Suggested Value: False unless object is having sorting problems.

- Values
- True, False
- Default
- False Suggested Values: False for simple objects. True for complex objects.
- Comments
- Always try false in case it looks good enough.

- Values
- First Vertex, Min, Average, Max
- Default
- Max Suggested Value: Max Comments: First Vertex: Good for convex polygons (ex. pyramids, cubes, octahedrons.) Fastest polygon feature to compute.
- Min
- Sort polygon based on the minimum depth value (closest point). This (and max) are the 2nd fastest polygon features to compute.
- Average
- Sort polygon based on the average depth of a polygon's points. This is the slowest polygon feature to compute.
- Max
- Sort polygon based on the maximum depth value (farthest point). This (and min) are the 2nd fastest polygon features to compute.

- Range
- 1 - 32767
- Default
- 1 Suggested Value: The smallest value that continues to sort properly.

- Default
- Once Suggested Value: Once Comments: Currently, Each Frame and Once map to Each Frame due to a crash bug in BRender. I do not recomment using Preset.

- Default
- Max
- Min
- Sort the order table based on the minimum depth value of all of the polygons in the table. This (and max) are the 2nd fastest order table features to compute.
- Average
- Sort the order table based on the average depth of all of the polygons in the table. This is the slowest order table feature to compute.
- Max
- Sort the order table based on the maximum depth value of all of the polygons in the table. This (and min) are the 2nd fastest order table features to compute.

- Use convex models where possible (avoid concave models).

- Avoid overlapping faces and intersecting polygons.

- If you want to place one model on top of another, it's good practice to cut out the overlaid portion that is not visible. For example, if you place a house on top of a landscape, you could cut out the rectangle at the bottom of the house.

- Avoid triangles that span the extent of the model. For example, artefacts occur when you have extremes in the size of triangles that are next to each other ( a long thin triangles surrounded by smaller ones).

- Manipulate the sort keys for the primitives and the order tables.

- Generally, the bigger the size of the order tables the better.

- Be aware of overflow of primitives, keeping in mind the extra primitives accumulated by clipping.

This topic: WorldFoundry > DocumentationZSort

Topic revision: 12 Apr 2002, KevinSeghetti;

Topic revision: 12 Apr 2002, KevinSeghetti;

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