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Clipping Planes (Wishlist)
Clipping Planes // Wishlisteep²Jul 13, 1998, 9:25am
I believe clipping planes would prevent rendering beyond the plane until passing a certain point and should dramatically increase frame rate if used properly. AW needs to increase in frame rate, BADLY. There's no need to render what's behind things if they can't be seen anyway (excluding through windows, doors, etc). I thought BSP (binary space partitioning) would do this (and it still might), but now I think clipping planes are "it". They could even be clipping plane objects, made just like regular RWXes, except maybe with a tag to denote the clipping. I don't know all the technicalities of it, but, as I was told, it's in like 99% of 3D games (yes, I know AW isn't a "game", but it's still based on the same 3D engine concept as used in 3D games/apps and could probably dramatically increase in frame rate with clipping planes). Anyway, just a thought...
technozeusJul 21, 1998, 10:22pm
=?iso-8859-1?q?eep=b2?=Jul 21, 1998, 11:29pm
Clipping planes could be placed like "normal" objects so it would be up t=
o the builder to effectively place them to increase frame rate performance and = also maintain realism (or not if you don't want that effect). [View Quote] > Don't forget the effects of transparency... Still, there may be a way. > [View Quote] > render what's behind things if they can't be seen anyway (excluding thr= ough > windows, doors, etc). I thought BSP (binary space partitioning) would d= o > this (and it still might), but now I think clipping planes are "it". Th= ey > could even be clipping plane objects, made just like regular RWXes, exc= ept > maybe with a tag to denote the clipping. I don't know all the technical= ities > of it, but, as I was told, it's in like 99% of 3D games (yes, I know AW= > isn't a "game", but it's still based on the same 3D engine concept as u= sed > in 3D games/apps and could probably dramatically increase in frame rate= with > clipping planes). Anyway, just a thought... |