Hi.
How is btDbvt class used for rendering and filtering non-visible objects ?
Specially in the culling and occlusion queries?
Is there any clue on the collideOCL() method? how it sorts the primitives front-to-back?
thanks.
btDbvt and Rendering
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Re: btDbvt and Rendering
View frustum culling uses the dynamic AABB tree against the frustum volume.
Occlusion culling is done using ray casting, accelerated by the dynamic AABB tree. It fires a ray for each pixel in the occlusion map and records the first hit object.
The Extras\CDTestFramework demo has a toggle to visualize the occlusion map, when using btDbvtBroadphase.
Hope this helps,
Erwin
Occlusion culling is done using ray casting, accelerated by the dynamic AABB tree. It fires a ray for each pixel in the occlusion map and records the first hit object.
The Extras\CDTestFramework demo has a toggle to visualize the occlusion map, when using btDbvtBroadphase.
Hope this helps,
Erwin
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Re: btDbvt and Rendering
Thanks Erwin for your quick responce. I couldn't found it by myself.... so thanks.