Oliver HoellerPiranha Bytes
Kurt PelzerPiranha Bytes
One of the most difficult problems in modern real-time graphics applications is the massive amount of data that must be managed. Complex scenes with complex meshes combined with multiple render passes—as are needed for high-quality shadows and additional reflection and refraction effects, for example—are expensive to render. Finding ways to feed the GPU with optimally formatted data is crucial for successfully rendering complex scenes.
This chapter addresses this issue and focuses on a flexible model to resolve the problem of handling the gamut of graphics hardware found in current PCs. A PC game must be able to run and run well on the ...