3 ms·
Yup. A.k.a. depth testing†. TFA illustrates it under ‘More performance’: https://github.com/s-macke/VoxelSpace#more-performance https://github.com/s-macke/Voxel
by n3k5 6y ago
Yup. A.k.a. depth testing†. TFA illustrates it under ‘More performance’: https://github.com/s-macke/VoxelSpace#more-performance https://github.com/s-macke/VoxelSpace#more-performance
Edit: Originally, I had said: “Though in a highly constrained scenario such as this, with the right approach you could get away with a 1-bit depth buffer.” That would be true if you had one depth value per pixel, which is of course so common nowadays that no one even needs to think about it. Except in this case I should have thought about it, because this algorithm requires only one depth (or, alternatively, as TFA and parent comment explain, Y) value per column of pixels.
† https://en.wikipedia.org/wiki/Z-buffering https://en.wikipedia.org/wiki/Z-buffering