Hi,
I've read some topics on forum and i assumed that there is not support for Occlusion Culling. However on
http://www.devmaster.net/engines/engine_...php?id=600
this feature is listed under scene manager.
I would love to get official info, because hardware occlusion culling seems as an must have in modern game engines (Is Early Z counted as occlusion culling ?)
I love Esenthel, and as graphic designer i'm impressed by amount of features helping increase wow effect in games. But sadly lack of occlusion culling is blocking my decision to dig deeper into engine.
I've tried Early Z, but i can only get performance improvement for one object with couple meshes. There is no performance gain for scene with many separated objects.
I saw Advanced Occlusion Culling listed really low in Roadmap and i don't understand decision behind it. Is it dictated by order of requests send by users ? It seems as important feature.
Last question. Is it possible to implement occlusion culling by myself ? I'm new in that topic and i wonder if there's everything exposed by Esenthel engine for creating hardware occlusion culling with possibility to set static mesh occluders.
Thanks a lot for a help.