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IDirect3DDevice7::ComputeSphereVisibility

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Hi every body. Currently people are talking about DX9 and only DX9 (Shaders, Shaders, TEXPOOLS, VBuffer and more Shaders bla bla bla), with a few DX8 exceptions. No one wants to reffer older APIS, like DX7 or DX6. Who would talk about DX7? Me. Because I found a very interesting function: IDirect3DDevice7::ComputeSphereVisibility What value would have this? On a Octtree engine it''s useful. Just think about that you can optimize rendering by the action of avoiding to process massive parts of the escenary that aren''t visible. You only test an octant that contents many children; if it isn´t visible, you will save so much processing power that you can use on other parts of your program (Sound, AI, Physics). If you want more explanation about such method, warp to these links: http://www.flipcode.com/harmless/issue02.htm http://www.gamasutra.com/features/19991109/moller_haines_01.htm The truly question is, How efficient is IDirect3DDevice7::ComputeSphereVisibility()? Microsoft must have a good reason to avoid it on newer APIS. What do you think about? Game programer. FreeLance

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ComputeSphereVisibility() is very efficient, I''ve even used it in a commercial game...

...however, many people weren''t using it because they were performing their own frustum culling in alternative ways.

The newer versions of D3D remove most of the functions that people weren''t using very much which means less overall clutter and bloat and a cleaner API.

--
Simon O''Connor
Creative Asylum Ltd
www.creative-asylum.com

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