Terrain Occlusion Issues?
by Paul Yoskowitz · in Torque 3D Professional · 01/20/2015 (6:00 am) · 8 replies
We were testing a level over the weekend and found that if we turned terrain occlusion off in the editor that we were getting better FPS than with it on with a 3.6.3 build.
that seems rather backwards to me.
can anyone explain this? anyone getting the same issue?
that seems rather backwards to me.
can anyone explain this? anyone getting the same issue?
About the author
http://winterleafentertainment.com/
#2
https://www.garagegames.com/community/resource/view/3751/2#comments
http://www.garagegames.com/community/forums/viewthread/119067
and this isnt a small 'un-used' level that im doing this on.
01/20/2015 (6:12 am)
these are 2 posts i saw on it before, but they are olderhttps://www.garagegames.com/community/resource/view/3751/2#comments
http://www.garagegames.com/community/forums/viewthread/119067
and this isnt a small 'un-used' level that im doing this on.
#3
01/20/2015 (6:35 am)
We saw the same thing in dhmc.
#4
Ron
01/20/2015 (3:23 pm)
If I recall we had a conversation concerning the terrain occlusion issues back in the early Steering Committee days. I know it was never working 100% correct.Ron
#6
what I found was in code:
sceneCullingState.cpp
bool SceneCullingState::smDisableTerrainOcclusion = false;
im guessing make it true
01/21/2015 (12:49 pm)
im not finding it in the script yetwhat I found was in code:
sceneCullingState.cpp
bool SceneCullingState::smDisableTerrainOcclusion = false;
im guessing make it true
#7
01/21/2015 (2:49 pm)
$Scene::disableTerrainOcclusion
#8
01/21/2015 (10:13 pm)
Thanks!
Torque Owner Richard Ranft
Roostertail Games
If this is the case, something is probably wrong with the occlusion test. Have to benchmark it somehow, but it smells like a bug.