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#Actualmark ds

Posted 05 November 2013 - 01:44 PM

In that case my suggestion may be less relevant...

 

A simple PVS could be made by logically dividing everything in the world (terrain, buildings, and all other static objects) and assigning each item a unique 3 byte ID - you then render everything from a given area and draw the 3 bytes to R, G, and B channel. Simply read back which 'colours' are rendered to obtain a PVS for each reachable location.


#1mark ds

Posted 05 November 2013 - 01:43 PM

In that case my answer my be less relevant...

 

A simple PVS could be made by logically dividing everything in the world (terrain, buildings, and all other static objects) and assigning each item a unique 3 byte ID - you then render everything from a given area and draw the 3 bytes to R, G, and B channel. Simply read back which 'colours' are rendered to obtain a PVS for each reachable location.


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