Scene Culling
by Howard Dortch · in Torque Game Engine · 10/02/2004 (8:16 pm) · 1 replies
Can anyone tell me what culling mechanism torque uses for scene render?
I looked through the code and it seems some sort of oct tree but the way the code is done it's hard to tell.
I want lots (lots meaning 100k or better) of polygons in each zone but would like to cull out that either beyond the far clip plane or line of sight cull or sub zone the mission area somehow and do a PVS list on my own. To that end I need to know if I should build a blank zone and dynamicly populate it as the player moves around or?
Any thoughts or comments from the dev team?
I looked through the code and it seems some sort of oct tree but the way the code is done it's hard to tell.
I want lots (lots meaning 100k or better) of polygons in each zone but would like to cull out that either beyond the far clip plane or line of sight cull or sub zone the mission area somehow and do a PVS list on my own. To that end I need to know if I should build a blank zone and dynamicly populate it as the player moves around or?
Any thoughts or comments from the dev team?
Torque Owner Brian Richardson
cause objects to be rendered all of the time. There's a patch here:
http://www.garagegames.com/mg/forums/result.thread.php?qt=21088
You could override the new method I created to do a custom culling algorithm pretty easy.
Hope that helps.