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Re: deactivate not seeing entitys
[Re: CocaCola]
#467712
08/24/17 09:16
08/24/17 09:16
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Joined: Mar 2014
Posts: 359
CocaCola
OP
Senior Member
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OP
Senior Member
Joined: Mar 2014
Posts: 359
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it was the cliping, I was loocking for. have found it in the infinite_terrain.c I forgot it.
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Re: deactivate not seeing entitys
[Re: CocaCola]
#467713
08/24/17 09:24
08/24/17 09:24
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Joined: Jun 2007
Posts: 1,337 Hiporope and its pain
txesmi
Serious User
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Serious User
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
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Hi, 3dgs automatic entity culling is made by the structure of the BSP tree (3dgsPro only) of the level. It can be fine tuned by regions. You can use regions with lower 3dgs licenses but the function that allows you to customly hide/show the content of a region is 3dgsPro only too since it is BSP tree structure dependant. You can draw regions with lower 3dgs versions in WED and build a list of entities contained by each region after level load so you can manage their visibility by some events, proximity or so. Salud! edited: oh yes! culling by lod stages could be a solution too.
Last edited by txesmi; 08/24/17 09:26.
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Re: deactivate not seeing entitys
[Re: CocaCola]
#467723
08/24/17 18:44
08/24/17 18:44
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Joined: Jun 2007
Posts: 1,337 Hiporope and its pain
txesmi
Serious User
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Serious User
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
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My level is generated by code can i make a BSP tree for entitys created with script (ent_create)? No. the BSP tree is based on level blocks and regions but you can create regions by script. If you don't own a 3dgsPro license you can't show/hide entities by areas, just one by one. with my.eflags |= CLIP0; i have mor fps but if I'm locking at a wall and I do see only the wall, the tab menue call me there are 3000 visible entitys, how can I chose erea for turn on off the visible? That is not an easy task. You will need to cut your level somehow, link near entities to each chunk and back the visibility to each other so you can hide/show entities by chunks in a light and reliable way. That is how the BSP tree works actually. Otherway there is no info enough to know if something will be covered by other entity. Solid entities are not sorted by the distance to the camera in the rendering stage.
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Re: deactivate not seeing entitys
[Re: CocaCola]
#467737
08/25/17 13:05
08/25/17 13:05
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Joined: Jun 2007
Posts: 1,337 Hiporope and its pain
txesmi
Serious User
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Serious User
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
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Whats about you? Do you have some books about scene rendering ? Not really. I read thousands of online articles here and there. More than a decade of gamasutras and other sites feeds gives a bit of info about the theme. DirectX is directX at the end. All my rest is test&fail comprehension. Solid entities are not sorted by the distance to the camera in the rendering stage. I meant that no engine sorts the full solid meshes because it is an expensive task and triangles and pixels are automatically clipped by the graphic card through the zbuffer. At the same time all of the engines clip the meshes that are out of the view fustrum. Additively they use some sort of backed data in order to determine meshes visibility before building their draw calls. I guess that 3dgs low licenses use an ABT system (Adaptative Binary Tree) in order to compute the entities inside the view fustrum instead of checking the whole entity list, but I can be wrong. As far as I know it is not clearly stated anywhere.
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