Name: cb 2013-05-22 15:31
How would I go about occlusion culling a set of 2.5D rectangles (2D rectangles with 3D transforms applied to them) so that:
1) The quads are rendered in the right order.
2) Quads that intersect other shapes are split into several other shapes that are then ordered.
Essentially, I'm looking to a solution to this (https://bugzilla.mozilla.org/show_bug.cgi?id=689498) but for an unrelated question.
Asked this on SO a while ago but didn't really get a satisfactory answer in terms of an actual, acceptable algorithm: http://stackoverflow.com/questions/16582320/occlusion-culling-3d-transformed-2d-rectangles
1) The quads are rendered in the right order.
2) Quads that intersect other shapes are split into several other shapes that are then ordered.
Essentially, I'm looking to a solution to this (https://bugzilla.mozilla.org/show_bug.cgi?id=689498) but for an unrelated question.
Asked this on SO a while ago but didn't really get a satisfactory answer in terms of an actual, acceptable algorithm: http://stackoverflow.com/questions/16582320/occlusion-culling-3d-transformed-2d-rectangles