Occlusion
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smool
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Posted: Mon Apr 02, 2012 6:09 pm Post subject: Occlusion |
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I'm writing a 3D engine, I currently can support 500 polygons at about 23 fps. I've been reading online about Occlusion/culling, but I nowhere can I find a good explanation of how a occlusion/culling algorithm works. Can anyone help? Sorry if this inst the right place to post this. |
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Raknarg
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Posted: Wed Apr 04, 2012 1:21 pm Post subject: RE:Occlusion |
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bump |
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mirhagk
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Posted: Wed Apr 04, 2012 5:00 pm Post subject: RE:Occlusion |
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There are different ways of doing it. Some simply ones just remove all polygons that are over a certain distance away, while others remove the polygons that aren't in your vision path(a basic check to make sure all the points of the polygon are on screen works decently).
There are then much more complex algorithms such as quad root nodes (having a hierarchy of zones and removing polygons that aren't in certain zones) |
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