[sldev] Improving rendering sequence

Qian Hao ~ ts_ryuzo at hotmail.com
Sun Jan 6 17:17:27 PST 2008


I see... Correct me if I am wrong. So the server will just send all the
objects that are in the scene, including those that are occluded or
culled. The client side will then do culling and occlusion based on what
it has received so far. Therefore even if there is a wall infront, but
if the client has not receive any information about it yet, things behind
it can be seen.
 
Then my next question is, how does the server know what to send to
the client? The server execute a raytracing algorithm? So the client
is not the one requesting for object information?
 
Regards,
Qian Hao
 
> From: secret.argent at gmail.com> Subject: Re: [sldev] Improving rendering sequence> Date: Sun, 6 Jan 2008 10:25:47 -0600> To: sldev at lists.secondlife.com> > On 2008-01-06, at 09:35, Qian Hao ~ wrote:> > How about if we use an algorithm to check the distance of objects > > on the client side before requesting for the object information?> > I guess I wasn't clear enough.> > What I mean is that what I think you are seeing is the order in which > the server is telling the client about the objects. The client is > rendering the objects that it knows about, in each frame, and is in > fact culling objects so that closer objects are shown and hidden > objects, further away, are not shown.> > That is, for the objects the client knows about, it is doing what you > want. The objects the client does not know about, even if they are > closer, can not be rendered until the server downloads them.> > _______________________________________________> Click here to unsubscribe or manage your list subscription:> /index.html
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