rasterizer
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A state-of-the-art software occlusion culling system
Since you are using DirectX, the coefficient for the near plane is just row2 of the matrix, It is row2+row3 in GL.
I have a question. After rasterization, the depth buffer is ok, but how to get a visibility check?
**Do:** Create a single occluder which consists of a tetrahedron mesh (4 vertices, 12 indices). **Observe:** A crash in `Occluder::bake()`. **Hints:** The size of `std::vector orderedVertices` can be less than...
What would be the simplest way to integrate backface culling control (on/off) into `rasterize()`? Sometimes it is useful to run the code on "bad" geometry.
Why is the "greaterArea" used as the division when calculating the depthpane? Looking at the code (Rasterizer.cpp Line.947), it selects one of the two triangles of the quad by comparing...
Hi, I wonder if it's possible to integrate this occlusion culling system into O3DE and replace the intel solution it is currently using?