[Algorithms] (no subject)
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From: Alexander R. <ale...@md...> - 2001-07-25 15:59:48
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Hi All I have two question about octree (kd-tree) implementation 1. When I make octree, i need split some tris on codes border, or make ref. counter for every triangle. But I render block tringles, no one. I and can't check every triangle, and I can't check block, this make some errors. Example: we have 2 nodes 1st node have tri-block with texture A and tri-block with texture B 2nd node also have tri-block with texture A and tri-block with texture C Some triangles with texture A cross adjacent nodes borders. I don't see any solve for this case, except split tringales. 2. May be anybody use c-buffer for oclussion culling. As I understand c-buffer, this is software render single pass without texturing. I'am right ? imho with modern video card this method make render more _slower_, not faster. We can simple render all octree nodes with frustum culling and this would be more faster. May be exists other methods for octree oclussion culling for modern video cards i.e GeForce. Any ideas ? Thanks for reply. Radchenko Alexander, Programmer, Media Art mailto ale...@md... ICQ 109707188 |