RE: [Algorithms] portal engines in outdoor environments
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From: John R. <jra...@ve...> - 2000-08-18 18:13:32
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If you had the ability to ask questions of the zbuffer like "is this bounding volume visable?" (yes/no) in an extremely high speed fashion then you could do gross culling on an object by object basis using the zbuffer contents during the render stage. Some of the old spanbuffer software renderers could do this, because it was a fairly cheap question to ask, especially relative to the time it took to software render an entire 3d model. But, since you can't ask zbuffers these kinds of questions it's a moot point. John -----Original Message----- From: Ignacio Castano [mailto:i6...@ho...] Sent: Friday, August 18, 2000 1:06 PM To: gda...@li... Subject: RE: [Algorithms] portal engines in outdoor environments Tom Forsyth wrote: > I agree - it's a nightmare case for geometric occlusion. Delayed Z-visiblity > is our only hope. A shame we've been waiting two DX versions for it, and > it's going to miss this one as well. Grrrrrrr. So while we have fancy > vertex shaders that nothing on Earth supports, we don't have API support for > something that even crusty old hardware like Permedia2 and Voodoo1 supports. > Life... don't talk to me about life. :-) what do you mean with 'delayed Z-visibility'? could you explain that a bit more? Ignacio Castano ca...@cr... _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |