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T3D 1.1 Final - Culling for the Terrain and/or WaterPlane - RESOLVED (THREED-2119)

by Alfio Saitta · in Torque 3D Professional · 07/01/2011 (6:10 am) · 11 replies

I know... i'm obsessed with the culling. But save polygons, allows to increase the performance, and to have more objects in the scene.

After several attempts, i could not in any way to occlude what was behind and below a terrainBlock (00:10), or do not render the waterplane if i have the camera over an object, and rotate it downward (00:30).

I also noticed that the VolumeOclluder not work if the camera has a certain angle (01:15).

If the terrainBlocks and the waterplanes, can be occluded, and can occlude the others objects, the savings of the polygons would be significant.


#1
07/01/2011 (9:55 am)
Logged as an improvement for improvement to culling under THREED-2101.

@Alfio Saitta: Could you give me more information on the Occlusion volume issue? Do you have two volumes intersecting?
#2
07/01/2011 (11:59 am)
As you can see in the video above, and even better in the screenshots. I used different OcclusionVolume, one for each structure, and none of them intersect. If the player turns his gaze upward, you do not see any problem, but just the player lowers his gaze too many, the Occluder cease to function. I think it's a banality, and maybe i'll try to solve the problem alone. Rightly, if you have a quick fix, i would be grateful.

img708.imageshack.us/img708/9352/immagine000d.th.png img43.imageshack.us/img43/1714/immagine001n.th.png img64.imageshack.us/img64/337/immagine002p.th.png

It would have been more interesting, and above all more useful, resolving the issue of the terrains and the waterplane.
#3
07/01/2011 (1:25 pm)
www.brokeassgames.com/images/Andy/occu4.pngwww.brokeassgames.com/images/Andy/occu7.pngwww.brokeassgames.com/images/Andy/occu9.png

Also check these out for more. the occlusion block seems to bug out at certain angles, some times it correctly stops drawing certain terrain blocks that are wholly within the blocks view, however change slightly, and they reappear, then dissapear again.

http://www.brokeassgames.com/images/Andy/occu1.png
http://www.brokeassgames.com/images/Andy/occu2.png
http://www.brokeassgames.com/images/Andy/occu3.png
http://www.brokeassgames.com/images/Andy/occu5.png
http://www.brokeassgames.com/images/Andy/occu6.png
http://www.brokeassgames.com/images/Andy/occu8.png
#4
07/03/2011 (1:36 pm)
I can vouch for this too. I wouldn't call it an "improvement" for culling, but a bug fix since it's definitely not working as it should.

From what I gather, it seems to happen with big occluders.

img810.imageshack.us/img810/7696/occluder01.jpg
img27.imageshack.us/img27/9858/occluder02.jpg
#5
07/03/2011 (3:00 pm)
@Oscar: The improvement concerning the culling of terrain and waterplane (Currently lacks).
#6
07/05/2011 (10:03 am)
@Oscar: The improvement was logged for Alfio Saitta's culling of the terrain and water plane concern. I apologize if that wasn't clear

@Alfio Saitta: I've logged the Occlusion Volume bug as THREED-2119.

@Oscar and Andy Wright: Thank you for the additional images.
#7
08/29/2011 (10:37 am)
After having stumbled into another issue, i think i have understand that the real problem is not in OcclusionVolume, but in the calculation of the frustum.

Indeed, in several postfx shaders, i have used the wsEyeRay. This vector is calculated based on the frustum. And when i try to send it directly as an output, it is clear that is not calculated well. I attach a screenshot to make the best idea.

img546.imageshack.us/img546/802/screenshot00100001.th.png img35.imageshack.us/img35/5185/screenshot00100000.th.png

img24.imageshack.us/img24/1701/screenshot00100003m.th.png img854.imageshack.us/img854/3517/screenshot00100002.th.png
#8
10/10/2011 (10:07 am)
Fixed in 1.2.
#9
10/10/2011 (11:03 am)
can we post the bug fix for those not purchasing the 1.2 upgrade?
#10
10/10/2011 (11:13 am)
I'll be getting to that a little later. Right now I have well over 200 issues to verify (not all of these are bugs), and as the song goes "We've got a long way to go and little time to get there".
#11
10/10/2011 (11:52 am)
understandable Scott, even if it is posted after your current deadlines as long as it gets posted somewhere as i would like this fix as I am still on the fence on purchasing the next upgrade.

edit:
oh and is the improvement added to 1.2? or just the bug fix? I want the bug fix, but the improvement would probably sway me the rest of the way to give up starbucks for a week.