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Level Editor Help Primitives working with occlusion culling
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RE: Primitives working with occlusion culling

(03-29-2012, 11:55 PM)Adrianis Wrote: The occlusion culling system means that the engine doesn't load things that the player can't see, to a certain degree. This improves performance on large levels. What I'm asking is, since the primatives dont block light like normal walls do, do they still work with the occlusion culling system? i.e. do things behind them (out of view for the player) not get loaded

Light shining on an object that can't be seen (though the light can be seen) doesn't dictate whether the object being shined on should be rendered. If you want some insight on the workings of occlusion culling of the game, turn on the global fog with occlusion culling and make the starting distance the same as the ending distance.

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03-30-2012, 12:57 AM
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RE: Primitives working with occlusion culling - by Your Computer - 03-30-2012, 12:57 AM



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