[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.
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