Light Culling Possible?
by Marcus L · in Torque 3D Professional · 03/22/2010 (3:32 pm) · 3 replies
After asking so many questions i can't separate whats a bad or a good question anymore, anyways ->...
Is light culling possible, or is there any particular reason why that's a bad idea. And if it works, is there any way to make zones cull lights. I'm getting this idea form my previous thread where Steve Acaster said
Note: I hope this isn't already integrated, and btw. I'm on 1.1a.
Thanks,
Is light culling possible, or is there any particular reason why that's a bad idea. And if it works, is there any way to make zones cull lights. I'm getting this idea form my previous thread where Steve Acaster said
Quote:I have triggers that turn lights off if players aren't in an area
Note: I hope this isn't already integrated, and btw. I'm on 1.1a.
Thanks,
Associate Tom Spilman
Sickhead Games
The reason is that the zone culling is all tangled in the old Interior/DIF code which makes it very difficult to do proper culling for arbitrary scene queries like getting lights.
The win from culling lights would 1 draw call per unshadowed light and *possibly* some draw calls from the shadows. I say possibly because we already test occlusion of shadowed lights to skip updating the shadows.
So it would help... but unless you have 100s of lights and a well zoned level the win may be minor.