VeTaL Posted July 26, 2011 Share Posted July 26, 2011 http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter06.html Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
Josh Posted July 26, 2011 Share Posted July 26, 2011 You're aware this is supported now? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
VeTaL Posted July 27, 2011 Author Share Posted July 27, 2011 Its book from 2002-2003, it was printed almost 10 years ago Some steps in this direction should be done obviously. PS: just wanted to remark that distance culling is not enough, as for me Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
Josh Posted July 27, 2011 Share Posted July 27, 2011 Occlusion culling is already used on lights and animated models. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Canardia Posted July 27, 2011 Share Posted July 27, 2011 Does that mean I could make like 10000 cubes, and if I add a zero-length animation to the model, they would be properly occluded by front objects? Or could I add a zero-length point light to each cube and hide the light? Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
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