Game Development Community

Occlusion Culling in terraint, does it work?

by Eddie Liu · in Torque Game Engine · 07/30/2006 (9:18 am) · 6 replies

Somebody said "The only object in stock TGE which provides occlusion culling is Terrain. That is, if an object (an Interior or DTS) is hiding behind a hill, it doesn't render. ".

Is "an object is hiding behind a hill, it doesn't render" right??

but I can't feel that in my game. check the follow example:

Trees | high hill | <-- camera

there are lots of trees behind a hill, Camera is in another side, but when I direct my camera to trees (I can't see nothing but terraint now) ,I can feel that TGE still render all tree behind the hill. why?

Any insights would help a lot, thanks.

#1
07/30/2006 (10:11 am)
It might be that those trees are still processing collisions.
You can't feel this stuff, you have to profile it.
#2
07/30/2006 (1:21 pm)
At the bottom of sceneTraversal.cc in terrCheck() you will see (something lke) :
if (pBlock->castRay(localCamPos, test, &rinfo) == false)
         continue;

      return true;

put a breakpoint on the return true and you should be able to know quite quickly if it works or not

k

but yah ya really should profile it..
#3
07/30/2006 (7:27 pm)
Thank you, my friends, you are all so kind.
But I know little in render. can you tell me more about "profile it" ,ha.

Ben's forestPackTech is very nice. when I go inside terraint , all trees on the terraint disappear. How he made it?

forgive my poor english.
#4
07/31/2006 (12:12 am)
Quote:can you tell me more about "profile it"

tdn.garagegames.com/wiki/Torque/Profiler
#5
07/31/2006 (5:39 am)
James ,thanks for your help.
#6
07/31/2006 (6:15 am)
No prob