HOMs like Yann L
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!
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