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3D Game Engine Design, 2nd Edition
book

3D Game Engine Design, 2nd Edition

by David Eberly
November 2006
Intermediate to advanced content levelIntermediate to advanced
1040 pages
26h 31m
English
CRC Press
Content preview from 3D Game Engine Design, 2nd Edition
4.6 The Drawing Pass 297
cease to use depth-first search for the traversal. The traversal path is based on the
visibility graph implied by the room-portal graph. One of the performance issues in
a portal system is overdraw of the contents of a room because multiple portals lead
into the room and the camera/observer can see through both portals from a single
location. To avoid this, a class derived from
Culler may be used for the portal system.
It accumulates the potentially visible objects during the traversal of the room-portal
graph but maintains a set of unique objects; that is, an object is never added twice to
the set.
4.6 The Drawing Pass
The input to a culling pass is a scene graph. The output is a potentially visible set of
objects. This set
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Publisher Resources

ISBN: 9781482267303