[HELP] HorizonVisibilityComputing Not Working.

nindim

13-04-2007 21:34:41

I am trying to use HorizonVisibilityComputing in my app, it is based in a quarry area so the walls are all very high and have no problem completely obscuring other tiles. I check in wireframe to see if any of the tiles are being culled, but they're not. Below is my .cfg file:


GroupName=PLSM2

Width=2
Height=2

Data2DFormat=HeightField
LandScapeFileName=testMap
FileSystem=testMap

TextureStretchFactor=2

NumTextureFormatSupported=1
TextureFormatSupported0=PLSplattingShaderLit
TextureFormat=PLSplattingShaderLit

ScaleX=10260
ScaleY=7140
ScaleZ=10260

VisibleRenderables=150
NumRenderablesLoading=10
RenderableLoadInterval=3
MaxAdjacentPages=1
MaxPreloadedPages=2
PageLoadInterval=5
MaxNumRenderables=256
IncrementRenderables=256
MaxNumTiles=256
IncrementTiles=256
SaveDeformation=no

Deformable=yes
VertexCompression=no
VertexProgramMorph=no
VertexNormals=yes
VertexLit = yes
TextureModifiable=yes
MaterialDistanceLod=15000
HorizonVisibilityComputing=yes
PageSize=513
RoughnessLod=no
DistanceLOD=35
#MaxRenderLevel=100
#MaxPixelError=8

NumMatHeightSplat=4

SplatFilename0=Terrain_Dirt1.jpg
SplatFilename1=Terrain_Rock1.jpg
SplatFilename2=Terrain_Grass1.jpg
SplatFilename3=Terrain_Cobble1.jpg


Has anyone else had any issues with this? I notice one other post from last October concernign this and Tuan has said that it is working. Any ideas?

Rowan

16-04-2007 03:59:58

I was looking into this a while ago myself, and from that post in October I gathered that for non-visible tiles to not be drawn, your walls have to be at least a tile size high and/or the adjacent tile's vertices should all be above the wall's height ( or something like that ).
I haven't tested this though, so I could be wrong, but if not, it seems fairly situational, I guess if you have smallish tiles in respect to your world it could be useful.
Tuan does state it's only a simple implementation, he also mentions somewhere he was thinking about incorporating a more advanced version in PLSM3, would be nice..