Cached Rendering and orthographic perspective for slow PCs?
Orthogonale_Projektion
Cached Rendering
Orthogonale_Projektion
http://de.wikipedia.org/wiki/Orthogonalprojektion#Orthogonale_Projektion said:Picture A
- For docking or flying through tunnels a mix between orthographic and perspective view IS an advantage.
- Plane U = your ship's boundary box face (in the direction you are looking at)
- I will also allow a more efficient Cached Rendering (see below).
Cached Rendering
Do you see the red box around the cube in Picture B?
If you generate a second (cheap) image where
If you generate a second (cheap) image where
Red= vertical, horizontal angle at which this pixel has content from current above or right block.
Blue, Alpha= xyz coordinates of the block (4+4+5 bit), thus Field-Casts could ask (pixel ± width, height) of the block which was there, where to start to traverse through the structure.
Empty areas would not trigger a Ray-Cast, but ask blocks rendered as neighbours which xy field is not covered and cause a Field-Cast
Could this improve the performance?
Or are these operations impossible to stream-line or calculate on the GPU?
Blue, Alpha= xyz coordinates of the block (4+4+5 bit), thus Field-Casts could ask (pixel ± width, height) of the block which was there, where to start to traverse through the structure.
Empty areas would not trigger a Ray-Cast, but ask blocks rendered as neighbours which xy field is not covered and cause a Field-Cast
A Field-Cast is a 2-dimensional ray. A plane which detects everything inside it while it traverses through the ship's blocks.
Blocks which are not shown are put into a short-lived Cache (less objects for the depth-buffer.Could this improve the performance?
Or are these operations impossible to stream-line or calculate on the GPU?
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