Re: [Algorithms] Sorting polys
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From: Justin J. <ju...@mo...> - 2000-09-11 23:34:17
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I have written a similar shader system. Each shader can be potentially given a sort number. A mesh (be it dynamic or scenery) has its parts designated to a shader - there is no copying involved here. The renderer iterates through the shaders and then for each shader iterates through the mesh chunks rendering them. I repeat, there is no copying or sorting here. At startup, each shader is inserted into the shader list in sort order. I use D3D vertex buffers although I would imagine you can use OpenGL vertex arrays just the same. Ok, you can get artifacts with transparent polys but with a little cunning (fiddling about with the sort orders) you can get rid of most of them. Q3 suffers from the same artifacts. Bite the bullet. Handling transparent polys properly is a time consuming pain. Justin Johnson - Technical Director Mobius Entertainment ju...@mo... ----- Original Message ----- From: Ignacio Castano <i6...@ho...> To: <gda...@li...> Sent: Thursday, August 10, 2000 10:34 PM Subject: RE: [Algorithms] Sorting polys > Stefano 'Panda' Baraldi wrote: > > 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? > > As far as i know q3 uses qsort for dynamic objects, but there's no sorting for bsp faces. Those > polygons are only sorted at the beginning depending on their sort number and material. > > Ignacio Castano > ca...@cr... > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |