Author Topic: Occlusion culling?  (Read 1136 times)

Gabbe

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Occlusion culling?
« on: 26 May 2010, 14:20:52 »
I don`t know if we have this, and i barely know the meaning, but it could probably speed up the game? What i think it is a method of determining which meshes are shown and processed and which are not, so that the meshes not being shown do not need to be loaded when your camera isn`t seeing them. IDK if i got it wrong word, but...

softcoder

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Re: Occlusion culling?
« Reply #1 on: 26 May 2010, 15:11:55 »
There already is some culling in the rendering engine (faces that are not displayed and hidden out of sight called FACE culling in OpenGL). As to occlusion culling I'm not expereinced enough to answer that.

Gabbe

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Re: Occlusion culling?
« Reply #2 on: 26 May 2010, 15:42:05 »
So basically glest already has this? thanks for answering my question then :P

silnarm

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Re: Occlusion culling?
« Reply #3 on: 27 May 2010, 08:10:22 »
Occlusion culling is culling objects because they are completely obscured by other objects. Glest does not do this, and I don't think it would be of great benefit for an RTS game, where there is little such obscuring going on, especially at the typical camera angle the game is played with.

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Gabbe

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Re: Occlusion culling?
« Reply #4 on: 27 May 2010, 13:13:16 »
thanks silnarm, i really didn`t know what it was other than that it speed up FPS

emscape

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Re: Occlusion culling?
« Reply #5 on: 30 May 2010, 12:45:13 »
maybe it would help to have this for cinematics or so, but I think it will be to much coding to be worth it...

Gabbe

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Re: Occlusion culling?
« Reply #6 on: 30 May 2010, 12:48:32 »
:p YEAH thats too much work probably...

 

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