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Heck even if the puddle takes up most of the screen, the render time isn't doubled (cam 1 renders the 'frame', cam 2 renders the puddle), only the visible object pass would effectively be executed twice. (my terminology I know is completely way off - the last time I programmed 3D graphics was high school, and it was a FarCry *ducks* from FPS engines :) SO I could be completely off base, or this could be one of simplest concepts already employed, heh... just thinking out loud about the logic of optimized 3d reflection rendering.
Best way to FIX Halo 6... | SEspider | 4/25/13 4:18 pm |
The real-time reflections crysis. | uberfoop | 4/26/13 1:44 am |
Re: The real-time reflections crysis. | SEspider | 4/26/13 6:50 pm |
Re: The real-time reflections crysis. | uberfoop | 4/27/13 10:18 pm |
Re: The real-time reflections crysis. | thebruce0 | 4/29/13 10:39 am |
Re: The real-time reflections crysis. | Cody Miller | 4/29/13 2:49 pm |
Re: Best way to FIX Halo 6... | General Vagueness | 4/27/13 9:45 pm |