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Rendering and Default VIS - #461174
07/27/16 23:03
07/27/16 23:03

M
Malice
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Malice
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OG thread - http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=461111#Post461111

Quote:
I loaded a level with a scene of building-structures. All of them were MDL's .

18 large MDL's

The default.c dbug panel shows vis = 18 when the whole level is behind the camera 'me', and not in view.

Is the vis- bugged or is the engine counting a large area behind and out of the view as visible and rendering it to some extent? It seems a mdl must be quite far behind the camera to not be counted.

I assume it's checking the large BBOX's and the polygon flag doesn't change this.

But still...

These would mean in a MDL level I need to cut up models into smaller mdls that fit well within a square BBOX? Or is this just a odd waste of rendering power to keep 'live' a large space behind the camera?

{UPDATE}
ent - confirms it's rendering

Odd, walk through till nothing is visible and 18 drops to 17, then stand still and pan left or right ->>> Vis drops to 0 and ent drops to 0, then pan back to center vis goes back to 17 and ent as well.

The size of the rendered area center behind the camera is very LARGE!


In added to a reply in that thread, I note the distance from camera to furthest still 'live' entity behind it is quite large, but that entity drops off the vis with just a minor turn of the pan values.

Thank you for your time

Last edited by Malice; 07/27/16 23:04.
Re: Rendering and Default VIS - [Re: ] #461182
07/28/16 09:17
07/28/16 09:17
Joined: Jul 2000
Posts: 27,978
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,978
Frankfurt
"Vis" MDLs are really processed by the renderer, so apply some level design rules for the sake of your frame rate.

In the manual under "Frame Rate Optimization" you'll find many hints about good and bad level design. A MDL is put into the render chain when even a tiny part of it or a tiny bit of its bounding box is visible. So a "level of 18 large MDLs" is not a very good idea. If you really must use MDLs, take at least care that they are static for reducing their bounding boxes, and use many smaller objects instead of 18 large objects.


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