[Algorithms] (no subject)
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From: Alain S. <sa...@pt...> - 2002-02-22 17:23:45
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Joris Mans: I don't see the use of Z information with spheres that won't ever intersect. Simple textures should do the trick. Jon Watte: I agree for the environment mapping and the shadows. But 160000 polys for the balls only is too much if I also want to render some environment (a pool hall with people in the background, etc...). The CLOD doesn't reduce quality but enhances performance, so it's never a bad thing. Tom Forsyth: Okay, okay, I should use the correct terms. With CLOD I didn't the mean the specific technique, but simply what it literally means: a method to reduce polygon count in a continuous way. I already had your method of some -hedron which is subdivided in mind. A real general-purpose CLOD system would of course be overkill to render spheres. The thing with the stencil buffer you mention sound jaggy. If I understand correctly you take a texture of a disc and put it into the stencil buffer, which is 1 bit. At high resultions this will give worse edges than my blurry textures. This technique is okay when rendering on a rather fixed resolution, but what if someone plays my game at 1600x1200? I can't put that large textures in there. The same counts for the pixel shader method you describe. The problem is that textures have to be a fixed size. The memory would be sufficient, but does most of the hardware handle textures at really big sizes (1024x1024 & higher)? Thanks guys, Alain P.S. Dear Santa Claus, please let me have a DrawAntialiasedDiscPrimitive for next Christmas, will you? |