Jump to content

  • Log In with Google      Sign In   
  • Create Account


#ActualBornToCode

Posted 04 March 2013 - 03:37 PM

Ok thanks borntocode I was unaware of this. Thanks blueshotgun, Have you actually implemented the PVS system? (like paulsprojects)

 

PVS system?  I'm sorry, what does that mean?  The only thing I used from paulsprojects is his patch rendering code.  My D3D implementation isn't very efficient since it uses D3DDevice::DrawIndexedPrimitiveUP every frame N times per tessellation, but it works.

 

Btw, my nickname is blueshogun, not blueshotgun.  No worries, happens all the time. happy.png

 

Shogun.

PVS=Potensial visibility set. It is a system used in an BSP tree that does Occlusion.


#1BornToCode

Posted 04 March 2013 - 03:35 PM

Ok thanks borntocode I was unaware of this. Thanks blueshotgun, Have you actually implemented the PVS system? (like paulsprojects)

 

PVS system?  I'm sorry, what does that mean?  The only thing I used from paulsprojects is his patch rendering code.  My D3D implementation isn't very efficient since it uses D3DDevice::DrawIndexedPrimitiveUP every frame N times per tessellation, but it works.

 

Btw, my nickname is blueshogun, not blueshotgun.  No worries, happens all the time. happy.png

 

Shogun.

PVS=Potensial visibility set. So i guess he wants to know if you system has a BSP tree which has support where Geometry behind wall is also part of it.


PARTNERS