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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?

#1
04/13/2007 (1:28 am)
It does not.
#2
04/13/2007 (3:18 am)
It does not support??
what's mean?
Could you explain to me more detail?
Thanks~~
#3
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.