once and for all can someone tell me that?
any so-called occlusion - culling, deferred rendering, crossbar crap kind of techniques?
i know fast z-clears, hardware displacement mapping and those tesselation, advanced depth whatever stuff are supported in hardware, but are these categorised under "bandwidth-saving"?
thank you very much.
any so-called occlusion - culling, deferred rendering, crossbar crap kind of techniques?
i know fast z-clears, hardware displacement mapping and those tesselation, advanced depth whatever stuff are supported in hardware, but are these categorised under "bandwidth-saving"?
thank you very much.
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