Rémi Arnaud (remi++at++remi.engr.sgi.com)
Thu, 11 Sep 1997 22:46:20 -0700 (PDT)
Well if you use BSP, you can draw the triangles in the back to
front order and have the correct result without any Z-buffer.
This would be faster to just turn off the Z-buffer in that
case.
>
> The basic motivation of the application is to do occlusion culling in
> software.Hence, rather than rendering *all* triangles in the view
> frustum using the Z-buffer, I want to determine which are (partially)
> visible using the BSP and render only these.
My point is that you are certainly going too far if the goal is
performance. Note that the hardware is optimized for triangle
strips, not for individual triangles. If you try some benchmark,
you will see that it is better to waste some time sending non visible
triangles (backfaces) in a t-mesh, than to send the right individual
triangles. You can have a database that does a good job in Frustum
culling by keeping the bounding spheres small in not grouping objects
that are far appart. The main optimisation you would like to do is
to not draw objects that are 100% hidden behind a wall for example.
That is Occlusion culling, which BSP does not provide naturally, and that
would be a good win if this is the kind of database you are walking through.
Regards
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