Jump to content
  • Advertisement
Sign in to follow this  

rendering capped cross section

This topic is 3770 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, i am currently playing around with rendering of cross-sections in realtime architectural visualization. The goal is to cap cross sections between the clip plane and the geometry revealing backfaces. The current approach is to render the geometry double sided with a user clipplane and tracking backfaces in the stencilbuffer (using two-sided stencil). The clip planes themselves are rendered in a second pass - only drawing the pixels marked as backfaces in the stencil buffer. This works reasonable well but requires a very clean model with proper back/front faces. Additionally it doesnt work on geometry like glass windows which is rendered two-sided anyway. Are there any other approaches to get capped cross sections? Thanks for any tips. -- stephan [Edited by - stephanh on June 23, 2008 2:40:11 AM]

Share this post

Link to post
Share on other sites
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!