Real3D Geometry Processor

Technical discussion for those interested in Supermodel development and Model 3 reverse engineering. Prospective contributors welcome.
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Re: Real3D Geometry Processor

Postby Ian » Fri May 27, 2016 12:43 pm

This is how I imagine it works

Image

Creating a bounding box for each node, multiply vertices by current matrix.
Clip vertices against the 4 frustum planes. (No near/far at this stage.) Throw out any that are behind 0,0,0

Set near/far planes around the bounding boxes, plus some accuracy threshold.

This is done separately for each of the 4 viewport priorities.
Ian
 
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