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Showing results for tags 'culling'.
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When using the glass material, I assume Leadwerks continues to cull the objects behind the object. This leads to views where most of your level is simply missing. This does not happen in the editor. I have a map uploaded to demonstrate the bug. When you load the map in the editor you will see there are 3 colored boxes at the end of a path. When you start the map BEFORE you start to move, you will only see the blue box. Walk backwards and all the boxes appear. Walk back up to the glass. Strafe left or right. As you get to the edge of the glass the box in that direction appears. You can also make it happen by standing close to the glass and looking left or right. Also is there way in lua to simply disable culling totally in the game? I have other issues with the way Leadwerks culls objects. If not, can I designate an object as something that should not be put in the culling list? trasnparency_bug.zip
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- culling
- transparency
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Whenever I run the AI and Events map I get a slight stutter and the FPS jumps from 60 to 30 just around the first corner. So I was just wondering if the occlusion culler is actually working at all. Back in the glorious days of BSP maps there was a way to see how the map is culled. So what's the best way to optimise occlusion of my level? Its supposed to be automatic and transparent, however I have my doubts whether it actually works efficiently. I want to see how LE3 occludes brushes that are not supposed to be rendered (one of the most important reasons why I actually got LE3). I tried Shadmars wireframe material and applied it to all objects in the scene and then took the screenshot below. This is looking straight into the level through a wall, so majority of it should not be rendered at all. The FPS at this point is around 30. With or without the wireframe material I don't see much difference in the frame rate, perhaps it thinks that wire materials are see-through and renders all? Thanks. [Edit] Just pulled this out from LE2 docs: "Because occlusion queries are calculated with the depth buffer, occlusion culling will not work with wireframe rendering." So which material do I use to see the occlusion in action then?