On Visibility ?
by Dan Partelly · in Torque Game Engine Advanced · 01/21/2006 (9:58 am) · 4 replies
Premise: A terrain containing a complex interior. Interior is portalizaed. A lot of interior detail is addes through static shapes.
Question:
Since the static shapes are used to add detail to interior, they should be only cosidered part of their respective interior sectors.
If the camera is outside the interior object, and view frustum does not intersect any portals, are static shapes
inside frustum drawn or not ? More exactly, what is the precise visibility set determination on TSE ?
Dan
Question:
Since the static shapes are used to add detail to interior, they should be only cosidered part of their respective interior sectors.
If the camera is outside the interior object, and view frustum does not intersect any portals, are static shapes
inside frustum drawn or not ? More exactly, what is the precise visibility set determination on TSE ?
Dan
About the author
#2
01/23/2006 (9:23 pm)
@Dan - I was looking at this just the other day. It only renders DTS shapes that are within a visible zone. One thing to look out for is that your DTS shape is completely within the interior. If you look at the TSE demo level the reflective sphere thing in that last room on the left is rendered all the time. This is because it's bounding box doesn't completely lie within the interior.
#3
Thanks Tom. This , the demo level, is actually the reson I askied this. I akked because it is possible to be from different reasons, not only incorect visible set determination.
Dan
01/24/2006 (3:38 am)
>>If you look at the TSE demo level the reflective sphere thing in that last room on the left is rendered all the >>time. This is because it's bounding box doesn't completely lie within the interior.Thanks Tom. This , the demo level, is actually the reson I askied this. I akked because it is possible to be from different reasons, not only incorect visible set determination.
Dan
#4
I may try to submit a patch for this.
01/24/2006 (9:16 am)
The issue with the reflective sphere makes me wonder if there needs to be a flag on DTS shapes that tells it to be zoned via the bounding box or the position. There are legitimate cases where you may have a DTS shape have some of it's bounding box outside of a zone, yet not want the object rendered outside of that zone.I may try to submit a patch for this.
Torque Owner Brian Ramage
Black Jacket Games
They are not drawn.
I believe there are visibility docs available on TDN. Might be wishful thinking though, do a google/TDN search.