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Old 08-06-15, 21:12   #1505
TeslaRus
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Join Date: Jan 2013
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Quote:
Originally Posted by Cochrane View Post
...Edit to add: Fixed that bug with the frustums. I think a better fix might be possible, but I don't understand the frustum code well enough (for one thing, it seems that frustums should really be named portals unless I'm getting something very wrong), so this will have to do for now.
Thanks for bug fixing and explanations: it is interesting and useful. I will spent some time to study VAO OpenGL logic. Portal like a static window between rooms, but frustum is something like clipped (by other's frustums) window with own clip planes and that clip planes depends on camera position; Clip plane contain (or based on) camera position and portal (frustum) edge.
And as I understood BSP tree this time not using polygon splitting because new, generated by splitting, vertexes can't be correctly processed by anim textures shader (polygon splitting is slow, but it absolute correctly generates every transparency scene)?
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