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PyroMeistar

OGL optimization.

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I''m currently trying to optimize the engine I''ve been programming for a while and I need help... I''ve implented a frustum clipping algorithm that cuts a big bunch of useless data but don''t prevent overdraw wich can cause sluggish performance while rendering big and complex 3D worlds. Does anyone know a good technique to do visible surface determination? I''ve heard Quake use span sorting but it seems that I can''t find any tutorials explaining it. Thanks.

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I already use octrees . I''m desperatly trying to implement a routine that will limit overdraw and I have very few ideas on how to do this...

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Guest Anonymous Poster
S-Buffer Doc

This explains in great detail how the span buffer works.

PS: Don''t ask me any questions about it. I don''t know sh*t about the sbuffer.

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