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Quake Technology Question
I will soon be venturing into the OpenGL world, but I have one question that is confusing me.
In Quake II it it pretty apparent that one gets a better frame rate staring at a wall then the room behind them with 10 players firing rockets. Now my question is this.
Does OpenGL itself control what you "see"? What I mean is, do you have to specifically code in something to tell OpenGL NOT to draw what is not there. So, you won''t see objects behind walls and that sort. Know what I mean?
Thanks
- Rem
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------------------------------"I'm a decorated astronaut, I don't make those kind of mistakes.""Oh now wait a minute. Look I'll show ya. I'll enter the same calculations using what we like to call 'The Right Way'."-RemZirem Software
February 28, 2001 07:46 PM
The quick answer is yes, you have to do the work. For the long answer I''ll let someone that knows more than I do answer ![](smile.gif)
PS: Look into BSP trees for some technical details on the subject. There are some pretty good articles that explain the process fairly well.
Zach
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PS: Look into BSP trees for some technical details on the subject. There are some pretty good articles that explain the process fairly well.
Zach
Well crappy
I was expecting you to say OpenGL does it
"Maybe it was Julie." -Rocketman
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"Maybe it was Julie." -Rocketman
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------------------------------"I'm a decorated astronaut, I don't make those kind of mistakes.""Oh now wait a minute. Look I'll show ya. I'll enter the same calculations using what we like to call 'The Right Way'."-RemZirem Software
Use google and search for Frustum culling, bsp, octree & pvs and you''ll find plenty of information on how to cull data.
And of course OpenGL doesn''t handle those things and it never will...
*sigh* where''s the time that people wrote their own polygon fillers..![](smile.gif)
And of course OpenGL doesn''t handle those things and it never will...
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*sigh* where''s the time that people wrote their own polygon fillers..
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