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OcclusionCulling


isidisi
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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

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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...

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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.

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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

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I shouldn't have relied on the forum turning http://urls automatically into links and better made it a link myself :P

 

@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?

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I shouldn't have relied on the forum turning http://urls automatically into links and better made it a link myself :P
I always leave a space on both ends of an url, or put it in a separate line.

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