Jump to content
  • Advertisement
Sign in to follow this  
Roquqkie

HOMs like Yann L

This topic is 4908 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi! After reading about HOMs in RTR 2nd. ed. and in the forums here at GameDev.net, I decided to implement it myself. I've then written a software-renderer, that renders my occluders to a Z-buffer. Now I have a few questions: What is the most efficient method to downsample my Z-buffer, that is building the Z-pyramid? After I have build my Z-pyramid, how should I in the most efficent way, test if an object is occluded? Should I check for every projected bounding-volume pixel etc.? Thanks in advance! Best regards, Roquqkie ps. Thanks Yann for sharing your precious information with us!

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!