This will mark all cubes involved as "portal" and also make them nonsolid. level designers mark a selection of solids, and then execute a "makeportal" command.This is how portals will be implemented in Sauerbraten (again, there is no urgent need for it right now, there are other things to be implemented first). One simple scheme that makes most sense on todays hardware is portals. Occlusion culling is not trivial in sauer, because of its highly generic scene structure. For many kinds of levels, real occlusion culling will be required. Heavy fog can help but is a nasty solution. This is not a big issue right now, as it has very efficient geometry throughput, levels are relatively small, and the average graphics card nowadays seriously overpowers sauer's modest rendering requirements.Īs we move to the future, 2 things will make this problematic: first, shaders will increase the fillrate & pixelshader load, and in combination with larger levels (causing more overdraw), this will make the engine entirely fillrate/pixelshader bound. Right now, Sauerbraten performs no occlusion culling. Sauerbraten Portal Scheme (Occlusion Culling).
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