cobrahc
February 25, 2008, 10:23am
1
Hey There,
I want to implement the Hidden Surface Removal (HSR) that use the ZBuffer… but i have a few questions about OpenGL ES.
Can i access OpenGL ES’ zbuffer? How may i do that?
If i have to create my own zbuffer algorithm, how can i get the pixels of a polygon`s projection? OpenGL ES help me with that?
Any answers, ideas, questions are welcome. I need some help to implement this HSR
thanks
Wendel B Silva
Xmas
February 26, 2008, 2:30am
2
cobrahc:
Can i access OpenGL ES’ zbuffer? How may i do that?
No, you cannot read values from the depth buffer, and the only ways of writing to it are rendering triangles and clear.
If i have to create my own zbuffer algorithm, how can i get the pixels of a polygon`s projection? OpenGL ES help me with that?
Not in any efficient way. You’d have to transform vertices, clip triangles and rasterize them yourself.
Any answers, ideas, questions are welcome. I need some help to implement this HSR
Maybe you could explain what’s special about your HSR algorithm.
cobrahc
February 26, 2008, 11:04am
3
I want make a occlusion culling method.
I wanna get the depth buffer of the last frame renderized, identify the polygons rendered and use it as occluders. Then i render the occluders to the depth buffer use it to fast identify if the polygon will be seen. The polygons i have stored in an octree, then i can fast discard any octree node that isnt needed to be rendered.
I hope its clear
[]’
Wendel B Silva
system
Closed
October 19, 2021, 5:58pm
4
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