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Re: A new portal rendering system for Marathon
Posted By: Fart FeelingsDate: 7/30/26 8:23 a.m.

In Response To: Re: A new portal rendering system for Marathon (Lion O Cyborg)

I'm still testing the portal renderings full potential for Marathon levels.

It renders Bisqwit's portal rendering tutorial level correctly.

It rendered Pfhactory N'Utopia at a good FPS.

Had a problem with the 900 portals visible at the same time and I am trying to figure out why the triangles collapsed.

This design is different from previous portal rendering, the visibility test is done in screen space with overlapping rectangle axis aligned bounding boxes and AABB intersection to make a reduced AABB.

The triangles and portals must be geometrically clipped in clip space to the camera bound planes before making the AABBs.

Triangle AABB intersect the portal AABB to make an AABB to discard pixels in the shader.

The fragment shader discards pixels outside of the triangle structs AABB in screen space.

That's how 5D space works in this portal rendering.

The AABB tests are fast and cheap.

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Replies:

A new portal rendering system for MarathonFart Feelings 7/23/26 1:36 a.m.
     Re: A new portal rendering system for MarathonLion O Cyborg 7/28/26 12:54 p.m.
           Re: A new portal rendering system for MarathonFart Feelings 7/30/26 8:23 a.m.
                 Re: A new portal rendering system for MarathonFart Feelings 7/31/26 9:59 a.m.

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