D3D z-buffer collision detection
Is there any way in Direct3D to get information about if a DrawPrimitive-call''s output was clipped with the z-buffer (that is affected by it in some way)? Are there any state variables that can be retrieved after a draw where such information is located?
Nope,
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
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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