Re: [xmoto-dev] Z-buffer support in xmoto |
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- To: xmoto-dev@xxxxxxxxxxxxxxxxxxx
- Subject: Re: [xmoto-dev] Z-buffer support in xmoto
- From: "me i am" <e.gorse@xxxxxxxxx>
- Date: Wed, 16 May 2007 19:29:32 +0200
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but i'm still a the office !
since 0.2.7, dynamic blocks are stored the same way as static blocks.
blocks are already sorted on z (more or less), because the drawing
order of the different blocks is known, its:
background layers, dynamic background blocks, background blocks,
dynamic blocks, static blocks (the two layers of static blocks), front
layers.
and in each layer of blocks, blocks are sorted on their texture (else
there's problems with vbo)
On 5/16/07, Nicolas Adenis-Lamarre <nadenislamarre@xxxxxxx> wrote:
As i know, it's VERY important.
Because static blocs are calculated only at level generation and rendered
very fastly
it's not possible with the dynamic bloc (because they can move).
For the alphabetic order, it's required to keep xmoto compatibility with
older levels.
Tod will give you more information, however, he has not internet until
monday i think
Nicolas
Janek Polak a écrit :
Dnia Wed, 16 May 2007, me i am naskrobal
On 5/16/07, Janek Polak <benetnash@xxxxxxxxxxxxxx> wrote:
- create one vector of z-sorted objects. To draw frame renderer would
have to scan this vector from start to end and choose objects which
fit on screen. Also that objects can be cached to speed up rendering
further frames.
don't forget to sort blocks with same z on their texture.
Why is this so important? Is it something with binding textures?
Also could somebody tell my why in GameRenderer there is a split of
geoms to m_StaticGeoms and m_DynamicGeoms? If both types are sotred in
one array we need only one function for rendering blocks, so everyting
is easier. I'm goming to remove this split, so please tell me if it's
important.