[sldev] Improving rendering sequence
Dave Parks
davep at lindenlab.com
Mon Jan 7 14:42:02 PST 2008
He's right.
Baba wrote:
> Quoting John Hurliman here whose email server is on vacation.
>
> "the client occlusion culling is ignorant of things like prim types
> since it happens at the opengl level working on meshes using
> GL_ARB_occlusion_query, while the simulator physics engine uses mostly
> rough approximations of objects and the two share nothing at all in
> common"
>
>
> Baba
>
>
> On Mon, Jan 07, 2008 12:55, Matthew Dowd wrote:
>> I would guess that they behave as if they were the unsculpted base
>> prim (which is normally a spheroid) for culling - the sculpted
>> surface playing no part itself in the culling in the same way it
>> doesn't take part in collision detecting.
>>
>> Matthew
>>
>>
>> ----------------------------------------
>>
>>> Date: Mon, 7 Jan 2008 12:21:59 -0800
>>> From: tofu.linden at lindenlab.com
>>> To: sldev at lists.secondlife.com
>>> Subject: Re: [sldev] Improving rendering sequence
>>>
>>> Argent Stonecutter wrote:
>>>
>>>> Question: how do sculpties interact with culling?
>>>>
>>> The same as any other prim, I believe.
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>
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