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Kjell Andersson

D3D z-buffer collision detection

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it there would be then everybody would currently be writing kickass Visibility algorithms. The 3d pipeline of current hardware isn''t build on feedback. d3drm had a sphere in frustrum query and an isSphereDrawn method or something like that (never used rm so don''t know exactly). But that was very expensive.

As soon as hardware is going to support occlusion culling feedback then gamevisuals will improve huge huge huge.

Jaap Suter

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