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SetWorldCullRange() (new)


Josh
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There's a small update to version 2.40 available that adds this command.

 

C++:

void SetWorldCullRange(float near, float medium, float far);

 

BlitzMax:

SetWorldCullRange(near:Float, medium:Float, float:Float);

 

Lua:

world:SetCullRange( near, medium, far )

 

 

Sets the distances for entity culling.

 

This property can be controlled with the environment>atmosphere entity in the editor.

My job is to make tools you love, with the features you want, and performance you can't live without.

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This is a very important update. Outdoor scenes can gain a lot better FPS when these view ranges are used properly. Earlier all outdoor entities basically had to be set to infinite view range, which disabled any kind of programmatic preemptive culling.

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This is a very important update. Outdoor scenes can gain a lot better FPS when these view ranges are used properly. Earlier all outdoor entities basically had to be set to infinite view range, which disabled any kind of programmatic preemptive culling.

Great to see 2.4 is alive :D

 

can this solve the problem of trees being stomped down in the lower par of the screen when looking horizontally at high altitude ? (like at 11:04 in flexman video http://www.youtube.com/watch?v=Y6ILqIQDaio the video was great, only removing this visual artifact could make it better)

Windows 7 home - 32 bits

Intel Quad Q6600 - nVidia GTX 460 1GB - 2 GB RAM

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I was replying to say a big thank you as we can finally think about moving to 2.40.

 

As regards billboards viewed from above, I'm planning to add a dynamic view range based on alt. Little things like that will 'go away' in the polish phase. But thanks for pointing it out. These new commands make it easier to deal with this (not so much for vegetation but other things). So hooray.

6600 2.4G / GTX 460 280.26 / 4GB Windows 7

Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT

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