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	<title>Comments on: Collision Detection with Occlusion Queries Redux</title>
	<atom:link href="http://kometbomb.net/2008/07/23/collision-detection-with-occlusion-queries-redux/feed/" rel="self" type="application/rss+xml" />
	<link>http://kometbomb.net/2008/07/23/collision-detection-with-occlusion-queries-redux/</link>
	<description>Programming and stuff.</description>
	<lastBuildDate>Fri, 13 Jan 2012 15:57:08 +0000</lastBuildDate>
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	<item>
		<title>By: kometbomb</title>
		<link>http://kometbomb.net/2008/07/23/collision-detection-with-occlusion-queries-redux/comment-page-1/#comment-14056</link>
		<dc:creator>kometbomb</dc:creator>
		<pubDate>Thu, 06 Oct 2011 18:59:09 +0000</pubDate>
		<guid isPermaLink="false">http://kometbomb.net/?p=317#comment-14056</guid>
		<description>If you really want do use this in a server-client situation, I guess the only (easy) way is to draw as usual on the server. I am not sure but it might be possible to &quot;draw&quot; to hidden viewports and whatnot if it really is important to have stuff invisible. I am not sure if the pixel counts that the collision method discussed here update if the GPU doesn&#039;t physically draw something. I suggest you find a more suitable method to check collisions, though.</description>
		<content:encoded><![CDATA[<p>If you really want do use this in a server-client situation, I guess the only (easy) way is to draw as usual on the server. I am not sure but it might be possible to &#8220;draw&#8221; to hidden viewports and whatnot if it really is important to have stuff invisible. I am not sure if the pixel counts that the collision method discussed here update if the GPU doesn&#8217;t physically draw something. I suggest you find a more suitable method to check collisions, though.</p>
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	<item>
		<title>By: Varacsix</title>
		<link>http://kometbomb.net/2008/07/23/collision-detection-with-occlusion-queries-redux/comment-page-1/#comment-14051</link>
		<dc:creator>Varacsix</dc:creator>
		<pubDate>Thu, 06 Oct 2011 14:24:45 +0000</pubDate>
		<guid isPermaLink="false">http://kometbomb.net/?p=317#comment-14051</guid>
		<description>I was wondering, if I wanted to do a server-client game using this technique, would the server have to run a graphical simulation to use the stencil buffer to check for collisions? Or is there something you can do with opengl to simulate the stencil buffer without emulating the graphics?</description>
		<content:encoded><![CDATA[<p>I was wondering, if I wanted to do a server-client game using this technique, would the server have to run a graphical simulation to use the stencil buffer to check for collisions? Or is there something you can do with opengl to simulate the stencil buffer without emulating the graphics?</p>
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	<item>
		<title>By: akr</title>
		<link>http://kometbomb.net/2008/07/23/collision-detection-with-occlusion-queries-redux/comment-page-1/#comment-2492</link>
		<dc:creator>akr</dc:creator>
		<pubDate>Wed, 28 Jul 2010 11:27:08 +0000</pubDate>
		<guid isPermaLink="false">http://kometbomb.net/?p=317#comment-2492</guid>
		<description>Hi, I implemented this algorithm. Also using stencil buffer. Works. But performance is low. This was a suprise for me........</description>
		<content:encoded><![CDATA[<p>Hi, I implemented this algorithm. Also using stencil buffer. Works. But performance is low. This was a suprise for me&#8230;&#8230;..</p>
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	<item>
		<title>By: iliak</title>
		<link>http://kometbomb.net/2008/07/23/collision-detection-with-occlusion-queries-redux/comment-page-1/#comment-2227</link>
		<dc:creator>iliak</dc:creator>
		<pubDate>Wed, 16 Jun 2010 12:36:40 +0000</pubDate>
		<guid isPermaLink="false">http://kometbomb.net/?p=317#comment-2227</guid>
		<description>You have to set alpha test on and set AlphaFunction to greater than a treshold :

Display.AlphaTest = true;
Display.AlphaFunction(AlphaFunction.Greater, 0.1f);


BTW great article !!!</description>
		<content:encoded><![CDATA[<p>You have to set alpha test on and set AlphaFunction to greater than a treshold :</p>
<p>Display.AlphaTest = true;<br />
Display.AlphaFunction(AlphaFunction.Greater, 0.1f);</p>
<p>BTW great article !!!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: kometbomb</title>
		<link>http://kometbomb.net/2008/07/23/collision-detection-with-occlusion-queries-redux/comment-page-1/#comment-1950</link>
		<dc:creator>kometbomb</dc:creator>
		<pubDate>Sun, 02 May 2010 19:25:37 +0000</pubDate>
		<guid isPermaLink="false">http://kometbomb.net/?p=317#comment-1950</guid>
		<description>Try debugging by drawing the &quot;collision screen&quot; on the actual visible screen. You should see only the overlapping area being drawn (because of the stencil.)</description>
		<content:encoded><![CDATA[<p>Try debugging by drawing the &#8220;collision screen&#8221; on the actual visible screen. You should see only the overlapping area being drawn (because of the stencil.)</p>
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	<item>
		<title>By: wondersonic</title>
		<link>http://kometbomb.net/2008/07/23/collision-detection-with-occlusion-queries-redux/comment-page-1/#comment-1944</link>
		<dc:creator>wondersonic</dc:creator>
		<pubDate>Sat, 01 May 2010 09:18:27 +0000</pubDate>
		<guid isPermaLink="false">http://kometbomb.net/?p=317#comment-1944</guid>
		<description>Hello
First, thank you very much for this very interesting article!

I&#039;ve coded this feature using LWJGL framework and ARBOcclusionQuery class.

My problem is that when I draw 2 quads both 16x16 pixels, with some transparent areas (PNG with alpha channel), I always get as a result 256 whereas I should get (if I&#039;ve understood the feature) the number of pixels that &quot;collided&quot;.

Do you know any Open GL setup that could result in such a behaviour?


Regards,
WS</description>
		<content:encoded><![CDATA[<p>Hello<br />
First, thank you very much for this very interesting article!</p>
<p>I&#8217;ve coded this feature using LWJGL framework and ARBOcclusionQuery class.</p>
<p>My problem is that when I draw 2 quads both 16&#215;16 pixels, with some transparent areas (PNG with alpha channel), I always get as a result 256 whereas I should get (if I&#8217;ve understood the feature) the number of pixels that &#8220;collided&#8221;.</p>
<p>Do you know any Open GL setup that could result in such a behaviour?</p>
<p>Regards,<br />
WS</p>
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	<item>
		<title>By: Hardware-accelerated 2D collision detection in OpenGL - kometbomb</title>
		<link>http://kometbomb.net/2008/07/23/collision-detection-with-occlusion-queries-redux/comment-page-1/#comment-373</link>
		<dc:creator>Hardware-accelerated 2D collision detection in OpenGL - kometbomb</dc:creator>
		<pubDate>Wed, 23 Jul 2008 15:39:51 +0000</pubDate>
		<guid isPermaLink="false">http://kometbomb.net/?p=317#comment-373</guid>
		<description>[...] wrote a better document about the algorithm. Includes source [...]</description>
		<content:encoded><![CDATA[<p>[...] wrote a better document about the algorithm. Includes source [...]</p>
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