From 0ea5fc66924303d1bf73ba283a383e2aadee02f2 Mon Sep 17 00:00:00 2001 From: neodarz Date: Sat, 11 Aug 2018 20:21:34 +0200 Subject: Initial commit --- .../x-cvsweb-markup&sortby=rev/index.html | 72 ++++++++++++++++++++++ 1 file changed, 72 insertions(+) create mode 100644 cvs/cvsweb.cgi/code/nel/doc/3d/3d_overview.dxt?rev=1.2&content-type=text/x-cvsweb-markup&sortby=rev/index.html (limited to 'cvs/cvsweb.cgi/code/nel/doc/3d/3d_overview.dxt?rev=1.2&content-type=text/x-cvsweb-markup&sortby=rev/index.html') 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 @@ + + + +code/nel/doc/3d/3d_overview.dxt - view - 1.2 + +
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File: Nevrax / code / nel / doc / 3d / 3d_overview.dxt (download)
+Revision 1.2, Fri Feb 16 08:50:21 2001 UTC (17 months, 1 week ago) by corvazier +
Branch: MAIN +
CVS Tags: nel_0_4, georges_v2, demo_0_1, HEAD
Changes since 1.1: +29 -29 + lines
+English daibeug :)
+
+

+/**
+\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.
+
+*/
+
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