From: Frank E. <fe...@ai...> - 2000-07-27 05:24:52
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On Wed, 26 Jul 2000, you wrote: > Well, the hardware's doing the span rendering. Paul Nettle has a pretty > good justification of hardware-accelerated spanbuffering on his site, > graphicspapers.com (look for the S-buffer HOWTO). Well, he used to. I > can't seem to find it anymore. A websearch on "Paul Nettle S-buffer" > should turn it up though. Ah, S-buffering. I read Paul's article- it makes for an interesting read. Try this URL: http://www.cstone.net/~kyoung/sbuf_faq.html It's a copy of the original that was lying about on graphicspapers.com (That site had a meltdown in recent times so it's not quite up to speed right now...) Jacco Bikker, a pretty good engine developer had some mussings about S-buffers for occlusion detection in an engine to avoid submitting stuff to the rendering pipeline that wouldn't ever get rendered. Here's the URL for the tutorial: http://www.flipcode.com/tutorials/tut_visibility02.shtml In it, he implies that S-buffers, while they're a way to do occlusion detection, etc., they are an expensive (compute-wise) proposition, especially in complex scenes. I don't think he was expecting hardware to do that (Although, I've been thinking about that- hardware might make the difference there and you could concievably ditch Z-buffering and use hardware assisted S-buffering instead.) -- Frank Earl |