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CopperCube - Occlusion Culling

NOW INCLUDED IN NEW API'S Version 2New and powerful addition: CopperCube - Occlusion Culling - works on inbuilt terrain tiles and static mesh. - will cull any static mesh that is not set to 'false' as the culling method in the irrEdit settings new API: ccbSetOcclusionCulling(); (usuage - ccbSetOcclusionCulling( true/false, time delay(ms) ); Default time delay is set to every 100ms (max 200ms) but looks better at 50ms, otherwise you might see clipping delays as the side objects are returned back being visible. Great for large terrains and/or lots of static mesh. Doesn't currently work correctly for animated characters or transparent objects - might fix this in the future. Highly recommended for large terrains plus outdoor 3d mesh objects. Indoor 3d mesh will also work although you should make sure you setup around 100-400 objects for occlusion to work best such that up to a max of 150 objects inside the view frustum seems to work best and minimum of say 50 to get the benefit of OC working. If you only have a few separate objects like 5-10 then you might not see any benefit but actually slightly worse frame rate instead using OC. Doesn't work well for transparent objects atm nor animated meshes, so really best for outdoors areas. Indoor areas can best be occluded with your own custom door opening/closing to show/hide rooms will be generally better. Only works with DirectX atm until maybe fixed by Niko...

Robo25 3 games· 89 followers· 13 ratings· portfolio 49 View creator →
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