VeTaL Posted March 24, 2010 Share Posted March 24, 2010 I read something about Leadwerks terrain optimization with camera culling... On the left screen terrain is shown from far away and its 33K polys, on the right screen its close enough, but engine anyway renders those 33K. Is this a "feature or bug"? Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
Marleys Ghost Posted March 24, 2010 Share Posted March 24, 2010 "feature or bug"? in 3DWS? Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
VeTaL Posted March 24, 2010 Author Share Posted March 24, 2010 Both in 3DWS and in game, when i look at terrain close, its looking like it is rendered without optimisation. Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
Marleys Ghost Posted March 24, 2010 Share Posted March 24, 2010 did you create the terrain in 3DWS? Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
VeTaL Posted March 24, 2010 Author Share Posted March 24, 2010 In editor. Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
Marleys Ghost Posted March 24, 2010 Share Posted March 24, 2010 so where does 3DWS come into it? Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
VeTaL Posted March 24, 2010 Author Share Posted March 24, 2010 Oops, my fault. Okay, can moderator move this thread to another place: question is actual anyway? Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
Josh Posted March 25, 2010 Share Posted March 25, 2010 If you enable wireframe you will be able to see the LOD changes. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
BrokenPillar Posted March 25, 2010 Share Posted March 25, 2010 I think Vetal is asking if the triangles of the terrain mesh that are not in the camera's view are supposed to be getting culled. His screenshots show that the same number of triangles are being drawn up close as when he is zoomed out. Quote Vista | AMD Dual Core 2.49 GHz | 4GB RAM | nVidia GeForce 8800GTX 768MB Online Portfolio | www.brianmcnett.com Link to comment Share on other sites More sharing options...
Josh Posted March 25, 2010 Share Posted March 25, 2010 I can't tell without the scene files. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
VeTaL Posted March 26, 2010 Author Share Posted March 26, 2010 Here it is. BrokenPillar is absolutely right. PS: "Error You aren't permitted to upload this kind of file" I cant upload neither *.rar, nor *.sbx here http://uploadbox.com/files/ab6d3a81b7/ Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
VeTaL Posted March 28, 2010 Author Share Posted March 28, 2010 Its just a simple terrain, but i didn notice any culling... Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
Josh Posted March 28, 2010 Share Posted March 28, 2010 I enabled .rar file attachments. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Pixel Perfect Posted March 28, 2010 Share Posted March 28, 2010 I did some quick tests in the 2.31 Editor and from what I can see frustum culling is working on terrain. It's just when you initially create the terrain the camera is quite close and the number of polys showing (typically around the 33k range) is already a reduced (culled) quantity. As you move the camera upwards you start to see the polys climb until the camera distance starts to cull them. I'm not sure how Josh is calculating the polys inside the frustum but it seems to move in definite block sizes. So if your already pretty close you will not see much difference in the poly count regardless of what features you are looking at. Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
VeTaL Posted March 29, 2010 Author Share Posted March 29, 2010 I understand about global optimization (just played with forest demo-level), but... Well, so if i'd look at the terrain from close distance (so i'd see only some hundreds polygons, like on the right picture), engine would render 33K polys anyway? Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
Josh Posted March 29, 2010 Share Posted March 29, 2010 The engine culls large chunks of the terrain. For modern graphics hardware, 33,000 triangles is nothing, especially when our largest terrains are 33 million triangles. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
VeTaL Posted March 29, 2010 Author Share Posted March 29, 2010 Understood, thanks. Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
Dude Posted December 14, 2013 Share Posted December 14, 2013 The engine culls large chunks of the terrain. For modern graphics hardware, 33,000 triangles is nothing, especially when our largest terrains are 33 million triangles. Hi. I agree with 33K of triangles on map, but here goes my question. I created some custom map for Insurgency in hammer and I hit max triangles number in view (not map, but in view, displayed in game). It was source engine bsp limit, I not remember number. Is here same limit in leaderwerks? I just started, looks friendly and promsing for me. Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted December 14, 2013 Share Posted December 14, 2013 @ dude, I think you are better of making a new topic, as this one is more than 2 years old. 1 Quote Link to comment Share on other sites More sharing options...
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