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Found "culling" in 45 "pages"
  • NestedTransparentSurfaces (Relevance: 4.663)
    Nesting transparent surfaces I thought about this today (someone asked it on IRC) and I think it is an interesting idea to have multiple transparent 'shells' nested within each other (an example is multiple transparent spheres, or a space
  • -Frustum (Relevance: 4.475)
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  • Frustum Culling In Object Space (Relevance: 2.675)
    Sometimes you want to do your own frustum culling and you may want to do that culling in object space instead of world space. If you don't know what I mean by object space then it should be enough for you to imagine if you picked an object
  • Edge techniques (Relevance: 2.035)
    Table of contentsOverview In Art The Extra Dimensions Edge Detection Edge Drawing Overview Edge techniques in non-photorealistic (NPR) rendering serve the purposes of both defining boundaries between two objects, or two remotely connect
  • -BSP (Relevance: 1.93)
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  • Brain Damage part 1 - JaJDoo Shader Guide - Basics (Relevance: 1.369)
    Do that thing again! Or All sorts of pass properties   Table of contentsDo that thing again! Or All sorts of pass properties Here it comes The subjects Culling Code In OGRE Color channels In OGRE Blending What is? Alpha blend vs col
  • Sharing buffers (Relevance: 1.245)
    Table of contents //; Many times you have a large mesh made up of vertex and index data that you want to "chunk" into several smaller meshes for use in -LOD or simple frustrum culling. Such as with terrain data. In these cases
  • Paging Scene Manager (Relevance: 1.238)
    Table of contentsPaging Landscape Scene Manager 2 Plugin Introduction Features Data Source Loading Modes Texture Modes PLSM2 provided Texture Modes User Texture Mode Speed Options Coherent Occlusion Culling (CHC) Run Time Option and Scene M
  • Coding and Design philosophy (Relevance: 1.226)
    Table of contentsClass inheritence Custom objects Scene managers Scene definition Main loop/Initialisation - A quick guide to some design issues. What to use when. Please contribute! Class inheritence http://www.users.on.net/~edan/mi
  • GSoC Legacy Project Ideas (Relevance: 1.177)
    General This page lists some old/legacy GSoC project ideas that the team has come up with over the years via brainstorming sessions. Those ideas can either be important parts from the Help Requested wiki page that the team deemed manageabl
  • Paging Scene Manager Option (Relevance: 0.984)
    Using setOption / getOption Mechanism, you can use the PLSM2 in a way more advanced way, here's the option documented : Table of contentssetOption Terrain Position Terrain Selection Texture Mode Selection Terrain Modifications Brush Setup
  • Paging Scene Manager config files (Relevance: 0.95)
    Table of contentsIntroduction Map Selection Configuration maptools.cfg paginglandscape2.cfg Terrain map specification Common options for both config files Map definition Map Splitter Configuration Heightmap definition DataSource Texturing R
  • Brain Damage part 2 - JaJDoo Shader Guide - Basics (Relevance: 0.945)
    One more time Or Multi-pass techniques And Other stuff   Table of contentsOne more time Or Multi-pass techniques And Other stuff Multi-pass techniques It’s Broken! First Outline Drawbacks A better solution Additive lighting Th
  • TindalosNotes (Relevance: 0.915)
    Welcome to the ChangeLog and porting notes for OGRE 2.0.0 "Tindalos" - work in progress Frank Belknap Long wrote:"They are lean and athirst!" he shrieked... "All the evil in the universe was concentrated in their lean, hungry bo
  • Syntax highlighting for Crimson (Relevance: 0.882)
    Get and Install Crimson Editor. Put the following 3 files on the correct places:   SiENcE: not all keywords are in, but it should be better than nothing. feel free to add keywords.   material.key [-COMMENT-:GLOBAL] # O
  • Terrain Howto (Relevance: 0.875)
    There are two main terrain methods available to be used with Ogre - static meshes and height maps. See also SceneManagersFAQ and World design for related information. Table of contentsStatic Meshes HeightMaps Collisions Static Meshe
  • Python-Ogre (Relevance: 0.853)
    Python-Ogre is a http://www.python.org/ Python binding for OGRE, which means you can use all of OGRE's functionality using Python instead of C++. If you want to know why you would want to do that, read this. Python-Ogre is based upo
  • Heightmap to Mesh by MOGRE (Relevance: 0.832)
    This is a code snippet for Mogre which you can use to generate a mesh by a grayscaled Height Map image. It's useful to load a terrain as mesh and was done by user noferat. This code is a modification of the snippet Generating A Mesh. &
  • SoC2013 Ogre 2.0 Revamp (Relevance: 0.823)
    General Porting Notes: Create static objects first. Sort your creation order of Entities by frequency of creation & destruction: Entities that will be created & destroyed often should be added last. Entities that will never be destro
  • SceneManagersFAQ (Relevance: 0.806)
    SceneManagers FAQ Overview of the various SceneManagers available for Ogre.   fill out the open points add/update information add new scene managers Note: This page seems to be outdated! Search in the forums for additiona
  • Generating A Mesh (Relevance: 0.804)
    This creates a mesh named "ColourCube" with one submesh in resource group "General", a coloured cube of size 200. void createColourCube() { /// Create the mesh via the MeshManager Ogre::MeshPtr msh = MeshMana
  • Hardware Occlusion Query (Relevance: 0.691)
    Table of contentsLens Flares Transparent Billboard Material Script Example Animation Calculating Max Pixel Count Square Peg Round Hole HOQ Methods Extend SceneManger - Custom Scene Manager CustomSceneManager.h CustomSceneManager.cpp CustomS
  • Current Ogre Features (Relevance: 0.614)
    Table of contentsProductivity features Platform & 3D API support Material / Shader support Meshes Scene Features Special Effects Misc features //; Productivity features Simple, easy to use OO interface designed to minimise the ef
  • Bsp making (Relevance: 0.56)
    Making A Quake III BSP File   Table of contentsMaking A Quake III BSP File What is BSP Making your own BSP file Step 1: Which 3D program use first to make a scene for BSP? Step 2: Export to a quake .MAP file Step: 2.1 Either Use AC3d
  • Non-Photorealistic Rendering (Relevance: 0.52)
    This is the start of the Non-Photorealistic Rendering series of articles. The other articles are: Edge techniques Artistic media overlay Table of contentsOverview Common Challenges Post-Processing vs. Direct Techniques The Mi
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