The Occlusion Culling is not working properly.
by Mquaker · in Torque Game Engine Advanced · 04/13/2007 (12:44 am) · 4 replies
Frustum Culling works just fine. But we are having problems with Occlusion Culling.
To explain our situation simply, please see the below:
Example)
Side A / Side B
/ \ <- Terrain
/ \
* #1 / \ #2 #3
---------------- ----------------------------------
*: view point
#1, #2, #3: object
When we are at the view point where only need to render Side A with #1 object. We also render side B with #2, #3 objects.
We were able to use Occlusion Culling with Legacy but we can not use it with Atlas.
Atlas doesn't support Occlusion Culling.
If it does what I'll be doing wrong?
To explain our situation simply, please see the below:
Example)
Side A / Side B
/ \ <- Terrain
/ \
* #1 / \ #2 #3
---------------- ----------------------------------
*: view point
#1, #2, #3: object
When we are at the view point where only need to render Side A with #1 object. We also render side B with #2, #3 objects.
We were able to use Occlusion Culling with Legacy but we can not use it with Atlas.
Atlas doesn't support Occlusion Culling.
If it does what I'll be doing wrong?
About the author
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#2
what's mean?
Could you explain to me more detail?
Thanks~~
04/13/2007 (3:18 am)
It does not support??what's mean?
Could you explain to me more detail?
Thanks~~
#3
This topic was already discussed over here.
04/13/2007 (7:56 am)
There is no object culling done based on Atlas terrain features blocking view. Since Atlas is purely a mesh, culling because much more difficult. If you need it you will have to write it.This topic was already discussed over here.
#4
04/13/2007 (12:03 pm)
Also i'm not sure that legacy terrain supported any occlusion culling either.
Torque 3D Owner Stephen Zepp