[sldev] Improving rendering sequence

Argent Stonecutter secret.argent at gmail.com
Mon Jan 7 15:08:44 PST 2008


On 2008-01-07, at 16:30, 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"

Thanks, much appreciated.



More information about the SLDev mailing list