Re: [Algorithms] Sorting polys
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From: Stefano 'P. B. <pa...@in...> - 2000-09-08 18:30:23
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Of course this has to be done on manually transformed vertex coords. Anyone knows how commercial quality engines (Q3,UnrealT,...) handle polygon sorting for alpha blending? Do they use underlying structures like bsp? thanks ----- Original Message ----- From: "Amit Bakshi" <am...@de...> To: <gda...@li...> Sent: Friday, September 08, 2000 4:18 AM Subject: Re: [Algorithms] Sorting polys > Bin-sorting works fine in general and it's quite fast. I find the average > of the z values for the triangles and bin them. You can even do it on > a per-object basis and use the center of the bounding box/sphere. > > ----- Original Message ----- > From: "Mark Wayland" <mwa...@to...> > To: <gda...@li...> > Sent: Thursday, September 07, 2000 7:33 PM > Subject: Re: [Algorithms] Sorting polys > > > > You could try using a hash table indexed on a quantized z-depth. > > Intersecting polys present a bit of a problem - perhaps a dynamic > > form of BSP with pooled nodes to avoid dynamic allocation overhead. > > > > Mark > > > > ----- Original Message ----- > > From: "Stefano 'Panda' Baraldi" <pa...@in...> > > To: "ALGORITHMS" <alg...@3d...> > > Sent: Friday, September 08, 2000 4:24 AM > > Subject: [Algorithms] Sorting polys > > > > > > > Hi, i need to sort polygons for alpha blended objects. > > > Can you point me to some resource to do that? > > > > > > thank you > > > > > > > > > _______________________________________________ > > > GDAlgorithms-list mailing list > > > GDA...@li... > > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |