[fluxus] rendering 4D (newbie questions)

Artem Baguinski artm at v2.nl
Mon Feb 27 02:52:44 PST 2006


On 27/02/06, Dave Griffiths <dave at pawfal.org> wrote:
> > yes, games designers have control over the environments anduse them
> > in a creative way to hide the artefacts. but still most game engines /
> > scene graph libraries address the problem by  marking and dynamicly
> > resorting the transparent stuff. Mostly they sort per object though
> > (not per polygon) and make sure that's enough.
>
> I saw a paper a while ago where, rather than depth sorting every frame,
> you could presort along the 3 axes and choose which sort to use based on
> the camera orientation. Of course, if they are moving we'd have to do this
> sort every frame anyway, so it wouldn't be worth much.


> It's not hard to put in a depth sort, it's just slow

it's slow in universal case. if you have little number of transparent
things it can be ok. but since fluxus is pretty generic it's hard to
decide what and how to sort and render. in some cases you don't need
to bother altogether.



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