[quake3-bugzilla] [Bug 4358] Vertex Buffer Object (VBO) code available

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Fri Dec 17 05:22:02 EST 2010


http://bugzilla.icculus.org/show_bug.cgi?id=4358

gimhael <matthias.bentrup at googlemail.com> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
                 CC|                            |matthias.bentrup at googlemail
                   |                            |.com

--- Comment #19 from gimhael <matthias.bentrup at googlemail.com> 2010-12-17 05:21:51 EST ---
(In reply to comment #16)
> I do get a small boost from removing the portal plane cull,
> except when a portal enters the view, [...]

Doing the portal culling in the fragment shader is pretty costly, a much more
elegant solution is to pick a projection matrix that makes the near plane
identical to the portal clipping plane. (Eric Leyngel describes this method in
his "Projection Matrix Tricks" paper.)

That way there is 0 additional cost for portal plane culling (you probably have
to change the projection matrix anyway when the portal is renderer), the
geometry is clipped/culled before it hits the rasterizer and portal culling is
independend of the GLSL shaders you use.

-- 
Configure bugmail: http://bugzilla.icculus.org/userprefs.cgi?tab=email
------- You are receiving this mail because: -------
You are the QA contact for the bug.


More information about the quake3-bugzilla mailing list