Graphics, Modeling, and Textures Computer Game Design and Development
Graphics Considerations • Frame and back buffers – Avoid artifacts (jitter and visible drawing) – Swap or copy? • Depth and stencil buffer • Triangles – Easily interpolate – Planarity • Vertices & coordinate space
Depth Bits From http: //www. agidev. com/articles/a. php? id=6&page=4
Limiting What we Render • View frustrum – Near and far planes • Clipping • Cull when possible – Render Volume Partitioning
Backface Culling
Quadtree partitioning • Collision detection • Outdoor visibility checking • Algorithm (2 D): – X/Y : consider bits – Left shift at each level in tree – When at leaf, stop