sinfawkes

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About sinfawkes

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  1. Hi,   In our project, we want to get better performance on Xbox360, so for some specific pass, we want to use hi-stencil to do some pre-PS culling. But unfortunately, some bits of the stencil buffer were used for other reasons in other passes. So my idea is as below if restoring stencil value is available,   a. render the geometries with color writing disable, and set the unused stencil bit to my specific value. b. render the geometries with color writing disable, and zero the unrelated stencil bits with writing mask. On the other hand, use the hi-stencil ref num same as the stencil value, with hi-stencil func notequal. So the pixels which are not on the geometries are set to culled in hi-stencil buffer. c. render full screen quad with ps and coloring writing on. So just render on the part with hi-stencil not culled. d. restore stencil buffer to the original value.   Yeah, I've already know that we can restore the depth value using a simple depth-restore ps with color writing disabled. My question is that, can we create a simple ps to retore stencil buffer? Or is there any other solution for my situation?
  2. Question about BSP tree

    [quote name='Erik Rufelt' timestamp='1300353659' post='4786921'] BSP trees aren't used like that anymore, and haven't been for a long time. When drawing with modern 3D hardware you don't use BSP trees to sort triangles, but usually choose whether or not to render the entire church, or all the desks in a room, using a portal or octree or similar. As you say, it's a waste of time to change states and use more draw-calls. 15 years ago this wasn't the case, as skipping a few triangles or pixels could save more time than a couple of state-changes, but that isn't the case anymore. [/quote] Besides, what I'm considering is if the church is super big and very complex, but only a little part will be seen by camera, then what should we do?
  3. Question about BSP tree

    [quote name='Erik Rufelt' timestamp='1300353659' post='4786921'] BSP trees aren't used like that anymore, and haven't been for a long time. When drawing with modern 3D hardware you don't use BSP trees to sort triangles, but usually choose whether or not to render the entire church, or all the desks in a room, using a portal or octree or similar. As you say, it's a waste of time to change states and use more draw-calls. 15 years ago this wasn't the case, as skipping a few triangles or pixels could save more time than a couple of state-changes, but that isn't the case anymore. [/quote] So what you mean is we just use quad tree or octree to decide whether the bounding volume is in the node which is in the frustum? So nowadays there's no meaning to use bsp tree for pvs????
  4. Recently, I'm learning game scene management, and especially on BSP tree and Quad tree & octree. I've come across this question. As I learned from some paper work, I know that, in a scene, we can make a bsp tree and put polygons into the nodes or leaves to accelerate rendering. But in a real game scene, there's not only one big model. For example, a big church, it is a model, and there're also many other things in it, e.g. desks or chairs, of cause they're with different VB, IB and materials. So if we look the models as sets of polygons, and divide the sets into nodes' polygon-lists, when rendering, we'll keep changing VB, IB and materials, that will be a waste of time, isn't it? Or is there something I misunderstood? Or there's many bsp trees in a scene, and one model, one bsp tree?
  5. directx with mfc

    Hello, guys. I want to use directx in MFC, and here is my problem now. I draw a triangle and a tank mesh, and the triangle is nearer to the eyes' position than then tank. And the depth test is enabled. But I don't know why the tank is still shown....