Ignore:
Timestamp:
06/29/08 02:31:58 (16 years ago)
Author:
mattausch
Message:

improved visualization

File:
1 edited

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  • GTP/trunk/App/Demos/Vis/FriendlyCulling/Readme.txt

    r2789 r2806  
    1 HARDWARE OCCLUSION QUERIES MADE USEFUL 
     1GAME ENGINE FRIENDLY OCCLUSION CULLING 
    22====================================== 
    33 
     
    3737SPACE key (view-frustum culling, hierarchical stop and wait, coherent hierarchical culling, chc++). 
    3838 
    39 A bird eye view visualization of the culling algorithm from can be shown by pressing '1' on the keyboard. 
    40  
     39A bird eye view visualization of the culling algorithm from can be shown by pressing 'F2' on the keyboard. 
     40Pressing 'F8' switches between using / not using the glFinish command, which causes slightly slower frame rates but brings more reliable fps measurements. 
    4141 
    4242---------- 
     
    5959------------- 
    6060 
    61 We use a simple OpenGL based engine which was designed to be as simple as possible while providing the necessary feature list to simulate the behaviour of full-fledged game engines like Ogre3D. The engine supports simple material sorting mainly based on the texture size, avoiding the mix of differently sized textures, which according to various sources induces one of the costliest state change. We demonstrate the integration of the culling algorithm into the engine, and show how occlusion cullig and state sorting are possible within one framework, two paradigms that were previously considered to be cancelling out each other ("either you do front-back-sorting or material sorting"). 
     61We use a simple OpenGL based engine which was designed to be as simple as possible while providing the necessary feature list to simulate the behaviour of full-fledged game engines like Ogre3D. The engine supports simple material sorting mainly based on the texture format, avoiding the mix of different texture formats, which according to various sources induces one of the costliest state change. We demonstrate the integration of the culling algorithm into the engine, and show how occlusion cullig and state sorting are possible within one framework, two paradigms that were previously considered to be cancelling out each other ("either you do front-back-sorting or material sorting"). 
    6262 
    6363 
     
    6666---------- 
    6767 
    68 A binary for Win32 and a solution for visual studio 2005 included. The program should work under XP and Windows Vista. 
     68A binary for Win32 and a solution for visual studio 2005 and 2003 included. The program should work under XP and Windows Vista. 
    6969 
    7070 
     
    7777The rendering core of the engine is provided by the class RenderTraverser, which provides front to back scene traversal based on a priority queue. It's subclasses implement the various culling algorithms. The new algorithm is represented by the class CHCPlusPlusTraverser. 
    7878 
    79 The main routine is implemented in chcdemo.cpp. Also it contains the OpenGl setup code, glut stuff, and sets up of the scene hierarchy. 
     79The main routine is implemented in chcdemo.cpp. Also it contains the OpenGl setup code, glut stuff, and setups of the scene hierarchy. 
    8080 
    81 The project is separated into one section containing supportive code (utils), the traversal algorithms (traversal), and the basic engine classes like Camera, Geometry, Material, or RenderState (scene).  
     81The project is separated into one section containing supportive code (utils), the traversal algorithms (traversal), and the basic engine classes like Camera, Geometry, Material, or RenderState (rendering).  
    8282 
    8383If you find any problem with the code or have any comments, please feel free to ask us at any time. 
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