Beyond3D's review of the VisionTek XTASY GeForce4 Ti4600

Discussion in 'Architecture and Products' started by Reverend, Mar 18, 2002.

  1. Humus

    Humus Crazy coder
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    BSP trees are very accurate. You can do it the other way around too, drawing strictly back-to-front and do away with the Zbuffer all together, but that's of course both slower and will not work when you put models in there since you'd need the depth values from the static geometry.
    A pure BSP based solution is not area/zone based, but you can combine BSP tree with such approaches too, in my engine I put every polygon into the same tree. It makes everything very easy, sort of like

    * Draw opaque polys in BSP front to back
    * Draw models
    * Draw translucent polys in BSP back to front

    You can do it even better by sorting in the models into the BSP to get even better, but I'm not sure how much gain this will give. I'm not doing that yet, I'm not even sorting models yet, will do that later on though. For models though it's overkill to do some polygon sorting.
     
  2. Humus

    Humus Crazy coder
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    You can certainly use occlusion query to save fillrate too. For instance in some kinds of portal engine you can use occlussion query on the portals to see if you need to draw stuff that's behind the portal.
     
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