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Making occlusion maps using hardware capabilities

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Hi, I''m sorry if I crosspost both this thread since I don''t know which one replied first. I''ve been reading about Hierarchical Occlusion Map and trying to implement it but I have some difficulties in making the pyramid occlusion map in Direct3D. The idea is to make a set of maps based on their resolution, from the hi-res ''till the lowest res. Can somebody tell how can I make a set of maps (textures) like what I''ve mentioned above as if we''re using bilinear interpolation in filtering to get the lower resolution (in Direct3D pleasee.. ) ''till then I shall continue to dig Direct3D''s docs deeper

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You could make the maps using render to texture, but in order to test for occulsion (on hardware) you need use DX9 query tests. Not all cards support this (GF3, GF4, Radeon 9700) so you probably want to have a software HOM implementation for older cards as well.

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