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