Subject:
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Re: Glass... to BFC or not to BFC?
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Newsgroups:
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lugnet.cad.dev
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Date:
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Mon, 25 Nov 2002 21:06:08 GMT
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Viewed:
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436 times
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In lugnet.cad.dev, Tony Hafner writes:
> When authoring "glass" parts, should I include BFC statements?
>
> It seems like we wouldn't want to cull because all surfaces should be
> visible from any direction. On the other hand, BFC is a performance
> optimization and transparent surfaces are generally a bigger perf hit than
> other surfaces.
They require a different approach to optimization - visibility culling, not
backface culling.
You're right in thinking they should not be BFC. The exception I think might
be a full box - which gets composited twice in a polygon system like OpenGL,
making it extra dark like two pieces of colored film - but that's some of
the appeal, that you can see it's two polygons thick in places.
A volumetric renderer would want to treat the box as a transparent volume.
Whole nuther problem.
-Erik
--
Har du mig hår igen? (Muminröster)
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Message has 1 Reply: | | Re: Glass... to BFC or not to BFC?
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| (...) Right. For some renderers. Basically, in standard LDraw renderers, the backside surfaces can still be culled, because multiple layers of transparent surfaces look the same as a single layer. In renderers that produce darker/more opaque areas (...) (22 years ago, 29-Nov-02, to lugnet.cad.dev)
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Message is in Reply To:
| | Glass... to BFC or not to BFC?
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| When authoring "glass" parts, should I include BFC statements? It seems like we wouldn't want to cull because all surfaces should be visible from any direction. On the other hand, BFC is a performance optimization and transparent surfaces are (...) (22 years ago, 25-Nov-02, to lugnet.cad.dev)
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