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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Occlusion culling resources
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Ivan
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alright, let's see what we can see


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« on: April 07, 2009, 09:21:23 AM »

Post them if you got them.
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Will Vale
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« Reply #1 on: April 07, 2009, 04:13:41 PM »

I don't have any resources but I have used this technique for a couple of things, so if you have any specific questions I might be able to help Smiley
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mcc
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glitch


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« Reply #2 on: April 07, 2009, 07:26:02 PM »

I don't know if this is the appropriate place to talk about this, but something that drives me absolutely nuts is polygon sorting in the presence of polygons with alpha.

Like maybe I know how to go about sorting my draws front-to-back, but if there's a chance something semitransparent might get drawn, then you need to go back-to-front...

Could a smart occlusion culling type system work around this?
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Will Vale
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« Reply #3 on: April 07, 2009, 08:55:55 PM »

Sorting for alpha is annoying Smiley The simplest solution is to go in two steps:

1) Draw large opaque objects front to back (for good Z rejection performance)

1.5) (optionally) Draw skybox (saves shading a lot of pixels)

2) Draw alpha objects back to front.

I remember also getting decent results just drawing back to front, with alpha surfaces in a model (like windshields) statically sorted to the end of that particular model. Not quite so good for performance but nice and simple.

Cheers,

Will
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Zaphos
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« Reply #4 on: April 07, 2009, 09:29:33 PM »

There's a post on optimizations related to alpha sorting on christer ericson's blog: http://realtimecollisiondetection.net/blog/?p=91

Also here is an occlusion culling link about using it for pixel perfect collision detection ... probably not what anyone was looking for ... http://blogs.msdn.com/shawnhar/archive/2008/12/31/pixel-perfect-collision-detection-using-gpu-occlusion-queries.aspx
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