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EarlyZ

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Transcript

  • 1. Early Z (Z Cull) 이창희 (cagetu79@gmail.com)
  • 2. Early-Z?
    • http://www.slideshare.net/pjcozzi/z-buffer-optimizations
  • 3. 구현
    • 2-Pass 로 구성
      • 1 st : Only Depth Pass
      • 2 nd : 메쉬 랜더링
  • 4. 1 st Pass (Only Depth)
    • Z 값만 기록한다 .
    • ZFunc 는 LessEqual!!!
  • 5. 2 nd Pass (Color Pass)
    • 모델 랜더링
    • ZFunc: Equal!!!
    • 이전에 기록한 Depth 를 지우지 않는다 .
      • RenderTarget 을 관리할 때 , DepthStencilBuffer 의 관리를 주의하자 !!!
  • 6. 참고자료
    • http:// www.gamedev.net/community/forums/topic.asp?topic_id =468554
    • [ 참고 ] 알파 메쉬 렌더링 정책 http://www.gamecode.org/tt/entry/2020