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Engine Questions #89044
09/07/06 13:58
09/07/06 13:58
Joined: Aug 2003
Posts: 7,439
Red Dwarf
Michael_Schwarz Offline OP
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Michael_Schwarz  Offline OP
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Posts: 7,439
Red Dwarf
Hello,
I have some questions regarding the A6 Engine:

How is the Depth-Complexity?
How does the engine sort?(depth sorting, etc.)

thanks for any help there

mike


"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
Re: Engine Questions [Re: Michael_Schwarz] #89045
09/07/06 14:54
09/07/06 14:54
Joined: Jul 2000
Posts: 27,987
Frankfurt
jcl Offline

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jcl  Offline

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Posts: 27,987
Frankfurt
I can't answer the question about "Depth-complexity" as I know this term only from parallel computing.

The rendering and sorting process is described on the http://manual.conitec.net/culling.htm page.

Re: Engine Questions [Re: jcl] #89046
09/07/06 15:06
09/07/06 15:06
Joined: Aug 2003
Posts: 7,439
Red Dwarf
Michael_Schwarz Offline OP
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Michael_Schwarz  Offline OP
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Red Dwarf
Thanks for answering the questions, even if you couldnt answer the Depth-complexity thing.


"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
Re: Engine Questions [Re: Michael_Schwarz] #89047
09/07/06 22:11
09/07/06 22:11
Joined: Sep 2003
Posts: 4,959
US
G
Grimber Offline
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Grimber  Offline
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would basicly be your LOD, poly clipping, and the algorithum(s) used in texture compression wouldn't it?

Re: Engine Questions [Re: Grimber] #89048
09/08/06 08:07
09/08/06 08:07
Joined: Jul 2000
Posts: 27,987
Frankfurt
jcl Offline

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jcl  Offline

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I'm not sure that I understand your question; LOD, poly clipping, and texture compression are different things and have nothing to do with each other.

Re: Engine Questions [Re: jcl] #89049
09/08/06 19:12
09/08/06 19:12
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Grimber Offline
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Grimber  Offline
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mabey we are looking at differnt definitions of depth-complexity

the one I know of:

Quote:

A method for depth complexity reduction includes inserting checkpoints between depth sorted object sections in a stream of geometric primitives. In response to receiving a checkpoint while rasterizing primitives for an image region, coverage data stored for the image region is checked to determine whether each pixel in the image region is fully covered. If so, then additional primitives for the image region can be ignored to avoid rendering occluded geometry.




basicly i see it working with lod and poly clipping and texture compression to deciding what to raster and what to omit due to size and distance

Re: Engine Questions [Re: Michael_Schwarz] #89050
09/08/06 23:43
09/08/06 23:43
Joined: Mar 2003
Posts: 93
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Cipher Offline
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Actually its pretty simple really ---- how " deep " is your scene ( after culling ), how much overdraw.

Re: Engine Questions [Re: Cipher] #89051
09/10/06 20:18
09/10/06 20:18
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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Joey  Offline
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there's not more overdraw than necessary. heavy overdraw appears p.ex. with transparent scene parts (particles, sprites).

joey.

Re: Engine Questions [Re: Joey] #89052
09/11/06 08:20
09/11/06 08:20
Joined: Jul 2000
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Frankfurt
jcl Offline

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jcl  Offline

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The overdraw in the nontransparent parts depends on the rendering order, which is back to front. This does not fully prevent overdraw. For instance, polygons of concave entities can be overdrawn regardless of the sorting. For fully preventing overdraw you need to render the scene twice, as the Doom3 engine does.

However this only makes sense when almost everything in your level uses complex pixel shaders, which is not the case with most A6 applications.


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