kvark / kri

[old] Modern OpenGL-3 engine, a playground for experimental design concepts and features
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hierarchical Z culling #29

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
Implementation milestones:
1. Polish BBox generation routine
2. Down-sample Z buffer
3. Use BBox data buffer in order to check proper Z mip level for culling
4. Integrate visibility into the scene structure

Achievement benefits:
1. Efficient GPU utilization: less draw calls, vertices and fragments.

Original issue reported on code.google.com by kvarkus on 5 Jul 2011 at 9:01

GoogleCodeExporter commented 9 years ago
Done. In order to use it I'll need to refine the BBox calculations properly and 
setup some guidelines about render ordering (EarlyZ should be after BBox).

Original comment by kvarkus on 5 Jul 2011 at 9:50