I don’t use BSP or similar stuffs to help sorting geometry regarding the z-view. I render bunches of geometry like that (sorted in boundings). And I can’t use BSP. The main problem with this method is that the geometry is definately not optimized for the depth test to apply as best.
And since I can’t use BSP I tried to find some ‘solutions’ to avoid that problem:
#1: make 6 different bunches for each geometry and for each main view (regarding each axis and orientation).
#2: order the bunch regarding a known axis and orientation then use T&L or software transforms to render it in the good order.
The first one will use much memory and the second one will slow down the process.
Actually I tend to do it with the second way, however I can’t do really good tests (my geometry hasn’t so much polygons but will some day). And the first one is a big no no because that really won’t help me in the future.
What would you suggest ? Does T&L is fast enough to overcome the z-test issues if not used ? Or is it best for me to let it like that ?
I know this depends on many things: the graphic card, how the geometry is… I actually aim my app for recent and ‘soon-coming cards’.
I hope some of you will have at least good comments to say. What I can say is that my app is running faster when I simply disable the depth test (this is normal you’ll say).