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author | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
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committer | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
commit | 0ea5fc66924303d1bf73ba283a383e2aadee02f2 (patch) | |
tree | 2568e71a7ccc44ec23b8bb3f0ff97fb6bf2ed709 /cvs/cvsweb.cgi/code/nel/doc/3d/3d_overview.dxt?rev=1.2&content-type=text/x-cvsweb-markup&sortby=rev | |
download | nevrax-website-self-hostable-0ea5fc66924303d1bf73ba283a383e2aadee02f2.tar.xz nevrax-website-self-hostable-0ea5fc66924303d1bf73ba283a383e2aadee02f2.zip |
Initial commit
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diff --git a/cvs/cvsweb.cgi/code/nel/doc/3d/3d_overview.dxt?rev=1.2&content-type=text/x-cvsweb-markup&sortby=rev/index.html b/cvs/cvsweb.cgi/code/nel/doc/3d/3d_overview.dxt?rev=1.2&content-type=text/x-cvsweb-markup&sortby=rev/index.html new file mode 100644 index 00000000..d5056a93 --- /dev/null +++ b/cvs/cvsweb.cgi/code/nel/doc/3d/3d_overview.dxt?rev=1.2&content-type=text/x-cvsweb-markup&sortby=rev/index.html @@ -0,0 +1,72 @@ +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"><HTML> +<HEAD><style> A { color:black }</style> +<!-- hennerik CVSweb $Revision: 1.93 $ --> +<TITLE>code/nel/doc/3d/3d_overview.dxt - view - 1.2</TITLE></HEAD> +<BODY BGCOLOR="#eeeeee"> +<table width="100%" border=0 cellspacing=0 cellpadding=1 bgcolor="#aaaaaa"><tr valign=bottom><td><a href="3d_overview.dxt?sortby=rev"><IMG SRC="http://www.nevrax.org/inc/img/picto-up.gif" ALT="[BACK]" BORDER="0" WIDTH="14" HEIGHT="13"></a> <b>Return to <A HREF="3d_overview.dxt?sortby=rev">3d_overview.dxt</A> + CVS log</b> <IMG SRC="http://www.nevrax.org/inc/img/picto-news.gif" ALT="[TXT]" BORDER="0" WIDTH="13" HEIGHT="15"></td><td align=right><IMG SRC="http://www.nevrax.org/inc/img/picto-dir.gif" ALT="[DIR]" BORDER="0" WIDTH="15" HEIGHT="13"> <b>Up to <a href="/cvs/cvsweb.cgi/?sortby=rev">Nevrax</a> / <a href="/cvs/cvsweb.cgi/code/?sortby=rev">code</a> / <a href="/cvs/cvsweb.cgi/code/nel/?sortby=rev">nel</a> / <a href="/cvs/cvsweb.cgi/code/nel/doc/?sortby=rev">doc</a> / <a href="/cvs/cvsweb.cgi/code/nel/doc/3d/?sortby=rev">3d</a></b></td></tr></table><HR noshade><table width="100%"><tr><td bgcolor="#ffffff">File: <a href="/cvs/cvsweb.cgi/?sortby=rev">Nevrax</a> / <a href="/cvs/cvsweb.cgi/code/?sortby=rev">code</a> / <a href="/cvs/cvsweb.cgi/code/nel/?sortby=rev">nel</a> / <a href="/cvs/cvsweb.cgi/code/nel/doc/?sortby=rev">doc</a> / <a href="/cvs/cvsweb.cgi/code/nel/doc/3d/?sortby=rev">3d</a> / <a href="/cvs/cvsweb.cgi/code/nel/doc/3d/3d_overview.dxt?sortby=rev">3d_overview.dxt</a> (<A HREF="/cvs/cvsweb.cgi/~checkout~/code/nel/doc/3d/3d_overview.dxt?rev=1.2&sortby=rev" target="cvs_checkout" onClick="window.open('/cvs/cvsweb.cgi/~checkout~/code/nel/doc/3d/3d_overview.dxt?rev=1.2','cvs_checkout','resizeable,scrollbars');"><b>download</b></A>)<BR> +Revision <B>1.2</B>, <i>Fri Feb 16 08:50:21 2001 UTC</i> (17 months, 1 week ago) by <i>corvazier</i> +<BR>Branch: <b>MAIN</b> +<BR>CVS Tags: <b>nel_0_4, georges_v2, demo_0_1, HEAD</b><BR>Changes since <b>1.1: +29 -29 + lines</b><PRE> +English daibeug :) +</PRE> +</td></tr></table><HR noshade><PRE> +/** +\page 3d_overview NeL 3d pipeline overview + +\author Cyril Corvazier + + +The rendering process is composed of several traversals. Each traversal acts on their models using an observer. +The rendering process is done following this pipeline: + + - Transform animation traversal + - Transform traversal + - Load ballancing traversal + - View determination and culling traversal + - Detail animation traversal + - Lighting traversal + - Render traversal + +\subsection trans_anim transform's animation Traversal + +This traversal must eval the transform's animated value to get the final parent relative world matrix of each model. +We must do this pass to know where each model is. + +\subsection trans Transform traversal + +This traversal composes each transform's matrix with the parent one to get the final world matrix. +This pass is used to perform hierarchical animation of models. + +\subsection balance Load balancing traversal + +For each model traversed this traversal evaluates what rendering resources the model requires. +It counts the number of primitives that it needs to have rendered and amount of vram used by their textures. + +\subsection cull View determination and culling traversal + +This traversal clips models that are not visible. It uses clusters/portals for interiors and a frustrum clipping for exteriors. + +\subsection detail_anim Detail animation traversal + +This traversal computes the animation for all values not animated in the first pass (transform animation). +Animation is done in 2 passes because the first must be done to get models' world bounding box used in +view determination. The second pass is done only on visible objects. + +\subsection lighting Lighting traversal + +This traversal computes dynamic lighting for each visible model with non-clipped lights. + +\subsection render Render traversal + +Render is the most complex traversal. + + - If the model uses skinning, it will compute bones world matrices. Matrices have been set by second animation pass but they need to be combined with their parents. + - If the model has an inverse kinematics solver attached, it is evaluated next. + - If the model supports resource load ballancing, the final count of rendering primitives is ajusted in function of the distance from the camera. + - The primitives to send to the driver are built. + - The primitives are rendered by the driver. + +*/ +</PRE>
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