leoptimus
03-27-2003, 07:41 AM
Hi.
I'm working on a 3d engine for outdoor enviroments, but also for caverns and closed places. I don't want static solutions (Like BSP), because the engine must handle enviroment changes( Quakes, craters, explosions and more destruction effects). I`ve tried with octtrees. Frustum culling works well, but with dense landscapes i get low FPS (4-6). However, I've observed that many objects are occluded by the closed places on average scenes. Perhaps, with an occlusion test the engine would avoid render many fancy objects (like Trees, sharp rocks, flames) that are not visible, I think. I've thought that testing the visibility of each node of the octtree, by passing the node sphere to the depth buffer ,the engine can avoid render many bounded children by such nodes. Just I need to read a feedback buffer for checking that the sphere was rendered successfully. Can I test node visibility rendering in FeedbackBuffer mode? How the use of feedbacks affects the performance?
I'm working on a 3d engine for outdoor enviroments, but also for caverns and closed places. I don't want static solutions (Like BSP), because the engine must handle enviroment changes( Quakes, craters, explosions and more destruction effects). I`ve tried with octtrees. Frustum culling works well, but with dense landscapes i get low FPS (4-6). However, I've observed that many objects are occluded by the closed places on average scenes. Perhaps, with an occlusion test the engine would avoid render many fancy objects (like Trees, sharp rocks, flames) that are not visible, I think. I've thought that testing the visibility of each node of the octtree, by passing the node sphere to the depth buffer ,the engine can avoid render many bounded children by such nodes. Just I need to read a feedback buffer for checking that the sphere was rendered successfully. Can I test node visibility rendering in FeedbackBuffer mode? How the use of feedbacks affects the performance?