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Testing for Occlusion

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In general, it is very difficult to determine if a particular bounding volume is occluded by other geometry. One technique is called z-checking. but z-checking is not good .because requires direct access to hardware. how to solve this problem?

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There are many different methods for occlusion culling. I suggest a search on google. The book "Realtime rendering" is also a good reference.

The website for Realtime rendering contains some good links you can check out.

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On hardware which supports them, you can use asynchronous queries to determine how many pixels were occluded.

Take a look at D3DQUERYTYPE_OCCLUSION, IDirect3DDevice9::CreateQuery() and the "Queries" topic in the "Advanced Topics" section of the DirectX SDK docs.

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Quote:
Original post by S1CA
On hardware which supports them, you can use asynchronous queries to determine how many pixels were occluded.

Take a look at D3DQUERYTYPE_OCCLUSION, IDirect3DDevice9::CreateQuery() and the "Queries" topic in the "Advanced Topics" section of the DirectX SDK docs.

Here is a little tutorial I wrote on occlusion culling, using hardware queries. The method is slow, though, due to the asynchronous nature of the queries and the heavy use of DIP calls.

You could also persue software-based occlusion culling, although this is generally very complicated. Here are some great topics on it, though:

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