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hpl3:game:areas

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hpl3:game:areas [2020/02/11 19:14]
timan
hpl3:game:areas [2020/02/11 19:16] (current)
timan [Visibility Portal]
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 A visibility portal will also clip the view frustum. This means that only objects that can be seen through the portal will be visible. Frustum clipping can also be used to disable other portals so that areas can be skipped directly. A visibility portal will also clip the view frustum. This means that only objects that can be seen through the portal will be visible. Frustum clipping can also be used to disable other portals so that areas can be skipped directly.
  
-[[{{:​hpl3:​game:​portals.png?​1791x396}}]]+{{:​hpl3:​game:​portals.png?​895x198}}
  
-The left image shows how a portal is used to cull the outside world. The middle image show one visibility area connected to two others with the use of portals, only the objects inside of the clipped frustum will get rendered. The last image shows that portals can be used to clip other portals. The current setup is limited so that only the first portal is used to cull other portals. If you look at the right most portal you can see that the whole portal is being used instead of clipping it with the portal before it, this might get fixed later.+The left image shows how a portal is used to cull the outside world. 
 + 
 +The middle image show one visibility area connected to two others with the use of portals, only the objects inside of the clipped frustum will get rendered. 
 + 
 +The last image shows that portals can be used to clip other portals. The current setup is limited so that only the first portal is used to cull other portals. If you look at the right most portal you can see that the whole portal is being used instead of clipping it with the portal before it, this might get fixed later.
  
 Portals can also be combined with occlusion query based culling. This means that the GPU can check if a portal is blocked behind other rendered objects, and if that happens then the portal gets closed. Portals can also be combined with occlusion query based culling. This means that the GPU can check if a portal is blocked behind other rendered objects, and if that happens then the portal gets closed.
hpl3/game/areas.txt · Last modified: 2020/02/11 19:16 by timan