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DTS culling inside Interiors

by J. Alan Atherton · in Torque Game Engine · 10/21/2003 (12:30 am) · 2 replies

Are shapes/players/interiors rendered inside interiors that cannot be seen? That includes interiors whose portal is not in the queue for rendering, meaning that section of interior would not be rendered. If so, can someone point me in the direction of where shape/interior culling takes place? I guess I could probably find it... but if someone knows right off I'll appreciate it.

Thanks a bundle.

#1
10/21/2003 (7:55 am)
It's in the scene graph traversal code... Dunno more than that.
#2
10/21/2003 (8:28 am)
I'm almost certain that the scene graph will render anything that's in front of the viewer (by default). I don't think the bsp trees do any occlusion culling, however if you have portals in your interiors the code should perform occlusion culling based on zone visibility (at least that how I though it works). For instance if a zone is visible then either the contained objects are just rendered or tested for visibility based on the new visibility volume, I'm not sure which it is though. Torque must already be testing object visibility against the viewer's viewing volume, so I would imagine it would be easy to continue testing with the modified volumes.

Could someone clarify?

Thanks...