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chronozphere DeleD PRO user
Joined: 20 Jun 2006 Posts: 1010 Location: Netherlands
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Posted: Sun Nov 08, 2009 6:59 pm Post subject: Does DeleD have frustum culling? |
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Hi,
Just a question for the DeleD developers. Does DeleD have frustum culling in 3d view (or another kind of visibility determination technique)?
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 Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Sun Nov 08, 2009 9:30 pm Post subject: |
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Nope, no such thing atm. We have thought about that in the past but decided to implement more 3d editing tools instead. _________________ Check out Figuro, our online 3D app! More powerful 3D tools for free. |
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chronozphere DeleD PRO user
Joined: 20 Jun 2006 Posts: 1010 Location: Netherlands
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Posted: Sun Nov 08, 2009 10:27 pm Post subject: |
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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 DeleD PRO user
Joined: 05 Dec 2007 Posts: 356 Location: Hobart, Tasmania, Australia
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Posted: Mon Nov 09, 2009 1:00 am Post subject: |
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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 _________________ Long live DeleD!
Hi ho...hi ho...it's off 3d modeling I go... |
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Grandmaster B DeleD PRO user
Joined: 03 Jul 2007 Posts: 218
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Posted: Mon Nov 09, 2009 1:41 pm Post subject: |
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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 Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Sat Nov 14, 2009 9:28 am Post subject: |
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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 DeleD PRO user
Joined: 20 Jun 2006 Posts: 1010 Location: Netherlands
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Posted: Sat Nov 14, 2009 9:38 am Post subject: |
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Maybe me. Indeed. As I said, I probably need your assistance because these things require a thorough understanding of the architecture. |
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tpascal Member
Joined: 23 Nov 2009 Posts: 11
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Posted: Tue Nov 24, 2009 11:11 pm Post subject: re- |
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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 DeleD PRO user
Joined: 20 Jun 2006 Posts: 1010 Location: Netherlands
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Posted: Wed Nov 25, 2009 8:02 am Post subject: |
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You DO need the whole scene when you want to lightmap it (to a single lightmap). |
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