Rick Posted February 5, 2012 Share Posted February 5, 2012 http://www.leadwerks.com/wiki/index.php?title=Entities#EntityViewRange vs http://www.leadwerks.com/wiki/index.php?title=EntityViewRange Function signatures are different between the 2 pages. Why was it changed to take predefined values instead of the actual distances? I potentially would like to have is less than the lowest possible (VIEWRANGE_NEAR = 0 // default: 50 units). So I assume maybe if I want that for all entities that's where the SetWorldCullRange() comes into play? What does the near, med, far parameters mean for the SetWorldCullRange() function? I would have thought it would just be a radius around the camera to show entities and everything outside that radius doesn't get drawn? Quote Link to comment Share on other sites More sharing options...
Canardia Posted February 5, 2012 Share Posted February 5, 2012 SetWorldCullRange() only sets the individual ranges for the EntityViewRange() command. 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...
Josh Posted February 5, 2012 Share Posted February 5, 2012 Using global near, medium, and far view ranges results in much much faster distance culling because it allows large chunks of the scene to be discarded without having to iterate through each entity. 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...
Rick Posted February 6, 2012 Author Share Posted February 6, 2012 I'm noticing that. This has been a huge help in my game performance with my top/down view style since so little is actually visible at a time. It will allow for much more on screen at a time. Quote Link to comment Share on other sites More sharing options...
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