isidisi Posted June 25, 2010 Share Posted June 25, 2010 About the OcclusionCulling function, documentation says: If mode is set to 1 hardware occlusion culling will be enabled, if it is supported on the user's system. This means that not all graphics cards support this feature? In my program I see that the number of rendered polygons dependeds of the direction of the view, but it seems that culled geometry is rendered too, even if occluded by other object, when is in direction of the view. I'm using Leadwerks Engine 2.28. Is this the normal behavior of occlusion culling, or must not render occluded meshes (this was whay I thought reading features of the engine). Must I update my video card, or update the Leadwerks Engine version to support this functionality? Thanks Quote Link to comment Share on other sites More sharing options...
Masterxilo Posted June 25, 2010 Share Posted June 25, 2010 Check the sample @ http://www.leadwerks.com/wiki/index.php?title=OcclusionCulling. Make sure you enable occlusion culling for the objects you want to use it with EntityOcclusionMode. It's off by default for non animated objects/meshes. It's on for lights. However, it looks like it doesn't take into account the terrain so it can't be used to hide buildings in a valley... Quote Hurricane-Eye Entertainment - Site, blog. Link to comment Share on other sites More sharing options...
Flexman Posted June 26, 2010 Share Posted June 26, 2010 I had a little test with the occlusion culling setting last night. If you have TWO cameras, one in which the entity is visible, and one where it isn't, objects will flicker, flash on and off every alternate frame until you move both cameras to see them. Most annoying. But other than that I didn't see any performance difference with and without. Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
isidisi Posted June 30, 2010 Author Share Posted June 30, 2010 Masterxilo, the link sends me to an empty page: "There is currently no text in this page, you can search for this page title in other pages or edit this page. " I tried to set ::EntityOcclusionMode(mesh, 1) in my meshes but is rendering the same number of polygons as before Quote Link to comment Share on other sites More sharing options...
ZioRed Posted June 30, 2010 Share Posted June 30, 2010 Masterxilo, the link sends me to an empty page: "There is currently no text in this page, you can search for this page title in other pages or edit this page. " Delete the "." at the end of his link Here Quote ?? FRANCESCO CROCETTI ?? http://skaredcreations.com Link to comment Share on other sites More sharing options...
isidisi Posted June 30, 2010 Author Share Posted June 30, 2010 Delete the "." at the end of his link Here hahahaha ok now works :-) I was forgotting this line: OcclusionCulling(true); I was only setting OcclusionCulling on meshes... Quote Link to comment Share on other sites More sharing options...
Masterxilo Posted June 30, 2010 Share Posted June 30, 2010 I shouldn't have relied on the forum turning http://urls automatically into links and better made it a link myself @Flexman If you have TWO cameras, one in which the entity is visible, and one where it isn't, objects will flicker, flash on and off every alternate frame until you move both cameras to see them. You shouldn't have more than one visible camera at any given time. Or weren't both of them visible when you got the described effects? Quote Hurricane-Eye Entertainment - Site, blog. Link to comment Share on other sites More sharing options...
Canardia Posted June 30, 2010 Share Posted June 30, 2010 I shouldn't have relied on the forum turning http://urls automatically into links and better made it a link myself I always leave a space on both ends of an url, or put it in a separate line. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
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