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NeL 3d pipeline overview
transform's animation TraversalThis 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. 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. 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.
This traversal clips models that are not visible. It uses clusters/portals for interiors and a frustrum clipping for exteriors. 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. This traversal computes dynamic lighting for each visible model with non-clipped lights. Render is the most complex traversal.
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