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Nighthunter

Portal rendering + occlusion queries

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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?

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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

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