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Does DeleD have frustum culling?

 
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chronozphere
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Joined: 20 Jun 2006
Posts: 1010
Location: Netherlands

PostPosted: Sun Nov 08, 2009 6:59 pm    Post subject: Does DeleD have frustum culling? Reply with quote

Hi,

Just a question for the DeleD developers. Does DeleD have frustum culling in 3d view (or another kind of visibility determination technique)? Smile

I ask, because it is slow as hell when I've loaded my latest racetrack (> 30k polygons lightmapped). If there is no frustum culling, It should be added IMHO. I'm really pushing the limits now.

Cheers

Chronozphere
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Jeroen
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Joined: 07 Aug 2004
Posts: 5334
Location: The Netherlands

PostPosted: Sun Nov 08, 2009 9:30 pm    Post subject: Reply with quote

Nope, no such thing atm. We have thought about that in the past but decided to implement more 3d editing tools instead.
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chronozphere
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Joined: 20 Jun 2006
Posts: 1010
Location: Netherlands

PostPosted: Sun Nov 08, 2009 10:27 pm    Post subject: Reply with quote

Ok.. I really need frustum culling, because moving through my tunnel at 3 FPS is just not pleasant. Currently, I'm checking the lightmap and light-parameters, so i have to move along the track alot.
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paul_nicholls
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Joined: 05 Dec 2007
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Location: Hobart, Tasmania, Australia

PostPosted: Mon Nov 09, 2009 1:00 am    Post subject: Reply with quote

chronozphere wrote:
Ok.. I really need frustum culling, because moving through my tunnel at 3 FPS is just not pleasant. Currently, I'm checking the lightmap and light-parameters, so i have to move along the track alot.


Have you tried the level walker plugins or similar?

Perhaps this would work better for you ATM...

cheers,
Paul
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Grandmaster B
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Joined: 03 Jul 2007
Posts: 218

PostPosted: Mon Nov 09, 2009 1:41 pm    Post subject: Reply with quote

The only "difficult" thing is to compute the frustum planes from the view and perspective matrices and the correct culling of large bounding boxes. I can provide some code if you need it.

However, plain frustum culling may only work if your scene is split into reasonable meshes.
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Paul-Jan
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Joined: 08 Aug 2004
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PostPosted: Sat Nov 14, 2009 9:28 am    Post subject: Reply with quote

Which is an assumption we cannot afford to make. A lot of people import big lumps of scenes into DeleD.

Frustum culling is a nice way to achieve lower effective poly count, but how high is your count, really? I'm guessing it's < 100k, right? Something a decent graphics card can pull of easily, when you send the geometric data to it efficiently.

What you need is better rendering speeds. Frustum culling is one way to achieve that, but in case of DeleD it might not be the most appropriate way. Seperating the mutable scene hierarchy from a specialized rendering structure (and keeping both in sync) is possibly the best first step to take. That way you could do much more efficient rendering calls and apply culling techniques.

DeleD will soon be Open Source. Hopefully someone will investigate this in detail and implement it. Maybe you?
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chronozphere
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Joined: 20 Jun 2006
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PostPosted: Sat Nov 14, 2009 9:38 am    Post subject: Reply with quote

Maybe me. Indeed. Smile As I said, I probably need your assistance because these things require a thorough understanding of the architecture. Smile
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tpascal
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Joined: 23 Nov 2009
Posts: 11

PostPosted: Tue Nov 24, 2009 11:11 pm    Post subject: re- Reply with quote

In a level editor, the user should group the scene in sections, and then hide/unhide sections of you scene, most the time you dont need to see the whole scene for editing the chunk you re working on.
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chronozphere
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Location: Netherlands

PostPosted: Wed Nov 25, 2009 8:02 am    Post subject: Reply with quote

You DO need the whole scene when you want to lightmap it (to a single lightmap). Wink
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