MarsuGL
02-19-2002, 07:52 AM
Hello,
i have read two articles focusing of the subject : hidden polys removal
the first was an interview of our favorite game programmer that was saying (if i'm not wrong because i never been able to find this interview again on the net) that bsptrees+frustum culling+PVS was leading to : 0 overdraw.
i have understand reading this that there isnt any polygon behind an other one in any part of the screen.
in an other article about game programming
they were saying that the calculations involved by the bsp-algorithm was eating a lot of cpu power and many game companies dont implement 0 overdraw in their engine.
Instead they make a compromise by letting some little overdraw and reducing cpu use.
What do you think of this? I don't know if the second article is right..
what are the best thing to do assuming the game is a FPS with static world.
tanks
Marsu[HOUBAHOP]GL
i have read two articles focusing of the subject : hidden polys removal
the first was an interview of our favorite game programmer that was saying (if i'm not wrong because i never been able to find this interview again on the net) that bsptrees+frustum culling+PVS was leading to : 0 overdraw.
i have understand reading this that there isnt any polygon behind an other one in any part of the screen.
in an other article about game programming
they were saying that the calculations involved by the bsp-algorithm was eating a lot of cpu power and many game companies dont implement 0 overdraw in their engine.
Instead they make a compromise by letting some little overdraw and reducing cpu use.
What do you think of this? I don't know if the second article is right..
what are the best thing to do assuming the game is a FPS with static world.
tanks
Marsu[HOUBAHOP]GL