Closed GoogleCodeExporter closed 9 years ago
Ideas:
1. Place black blocks (or optimize by building x or z length "strips") to hide
content below. (Maybe not black, but an unknown texture).
2. Ignore smooth edges as a texture and stick with doing an edge much like cell
shading using GLSL (reported as bug 76 I think?)
3. Using a better octree implementation, we can quickly and correctly determine
the world geometry without bothering with complex edge detection, or
hidden-state
Original comment by nin...@gmail.com
on 18 Nov 2011 at 7:58
Need bug #78 complete before.
Original comment by nin...@gmail.com
on 19 Nov 2011 at 10:44
Done! but only on the tops; still need to do the sides (use the z-depth trick?)
Original comment by nin...@gmail.com
on 22 Nov 2011 at 3:54
Note: generates VERY slowly in debug-mode on Win32
Original comment by nin...@gmail.com
on 22 Nov 2011 at 6:43
Solution:
1. For the top-hidden layer (black), use a quad-tree class to store and
optimize the geometry so that we don't waste a ton of polygons
2. For the sides, each layer's "hidden" geometry includes all the hiding
information below it; this might be in a special buffer so that we don't render
black, but simply set the depth buffer to 0 removing any drawn content.
Original comment by nin...@gmail.com
on 22 Nov 2011 at 8:23
Good sudgestion from reddit:
Render the object a second time, solid black, with the face culling mode
reversed and with the vertex positions extruded out along the normals. I've
shipped a game using this technique. Super cheap. Works great.
There's no need for any extra data in the VBO. Just re-draw the original VBO
with a different vertex shader that does "position += normal*extrusionScale"
before transforming the position.
Original comment by nin...@gmail.com
on 25 Nov 2011 at 7:35
Just going to use a black-block to hide...
Original comment by nin...@gmail.com
on 8 Jan 2012 at 10:29
Original issue reported on code.google.com by
nin...@gmail.com
on 18 Nov 2011 at 7:28