Jump to content
  • Advertisement
Sign in to follow this  
Nighthunter

Portal rendering + occlusion queries

This topic is 3612 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

I wonder which method of portal rendering is faster on modern hardware: classic method (check the intersection of frustum and portals, build portal frustum, etc) or method with usage of occlusion queries (try to render portal, if portal has been rendered then render sector, etc)? Is 2nd method used in modern games?

Share this post


Link to post
Share on other sites
Advertisement
Both!

If the portal has rendered construct a fustrum to reject things in the next room

The problem with hardware occlusion queries is latency so you may have to enlarge the quad passed for occlusion testing

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!