HorizonVisibilityComputing has no effect

foxbat

26-09-2006 11:57:32

Hi.
When I set HorizonVisibilityComputing=yes and render in wireframe mode, I can't see an effects of tile culling. Am I using this feature correctly?

I noticed that the wiki mentions that culling of all objects behind tiles will be possible in the future. When is this feature planned?

Thanks

tuan kuranes

26-09-2006 13:49:12

When I set HorizonVisibilityComputing=yes and render in wireframe mode, I can't see an effects of tile culling. Am I using this feature correctly?

this uses a whole tile min height and look for tiles behind it the whole tile max height is under. So that may not happens that often.
I noticed that the wiki mentions that culling of all objects behind tiles will be possible in the future.
You can already do that enabling CHC (search for that in those forums).

In the future, PLSM3, not so distant but cannot say when,what will be implemented is a terrain horizon culling that uses a special algo to do that, as at much lower CPU cost (but much more memory cost.).

foxbat

27-09-2006 08:46:36

this uses a whole tile min height and look for tiles behind it the whole tile max height is under. So that may not happens that often.

I don't understand what you mean. Here's a picture of what's happening:

I can't detect any culling at all.

tuan kuranes

28-09-2006 14:18:53

make a map with a big wall just in the middle and every thing else at 0 and test it that way.

foxbat

29-09-2006 01:26:04

Ok, I tried the wall, but there's still no culling. Also, there's no lod either, even though I've tried all different kinds of lod settings in the config file, as well as the default ones.

tuan kuranes

02-10-2006 13:14:38

I'll check that asap.

tuan kuranes

03-10-2006 21:39:56

Ok. I fixed the visibility map helper method in CVS.
To check it hit "V" key in a map. try it on grand canyon.

from your screenshots you may not have understood the trick, as it is very basic horizon culling:
you have to have all tile vertex being above all next tile vertex to cull it.
(your wall should be larger, at least a tilesize large)