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[Video] Improper culling of large models
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Fex Offline
Bronze Supporter

Post: #1
[Video] Improper culling of large models
I have a large castle which disappears at certain angles when looking away from it. Please see the description in the youtube video for more info.

http://youtu.be/Xan64DZ4J3c

If anyone knows how to stop this from happening I would be forever thankful.
(This post was last modified: 11-25-2012 09:14 AM by Fex.)
11-25-2012 09:13 AM
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Tottel Offline
Member

Post: #2
RE: [Video] Improper culling of large models
Arteria3D eh? grin

Try putting the access type on "Terrain" (in the object mode in the world editor).
11-25-2012 11:00 AM
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Fex Offline
Bronze Supporter

Post: #3
RE: [Video] Improper culling of large models
Yes lifetime member, Arteria+3Dfoin are excellent.

I have tried embed to terrain as object options, doesn't make any difference, it should be noted this is built on Ineisis so I think all objects placed in real time are dynamic to the engine regardless of what you have set n object properties.

Thanks for the idea though. In the castle's draw call...

Code:
virtual uint draw()
   {
    
      if(obj)if(C MeshPtr &mesh=obj->mesh()) if(Frustum(mesh->box, matrix))
      {
         if(ObjHighlight==T)SetHighlight(Color(34,85,85));
         mesh->draw(matrix);
         SetHighlight();
      }
      return 0;
   }

I have also tried removing (just for testing)
if(Frustum(mesh->box, matrix))
But that has no effect.
(This post was last modified: 11-25-2012 11:03 PM by Fex.)
11-25-2012 10:37 PM
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Rollcage Offline
Member

Post: #4
RE: [Video] Improper culling of large models
I think you should break the model up and make it modular. If you have one giant bounding box I think it causes this issue, may have something to do with the camera being inside the boundingbox. or viewing it at certain angles.
11-26-2012 03:53 AM
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psycode Offline
Member

Post: #5
RE: [Video] Improper culling of large models
I have the same problem, not got round to attempting to fix it. I think it is something to do with area size in inesis, if you move from one area boundary to another the model will no longer be correctly included in the frustum checked draw calls.

One option is to do your own draw loop for your models in rendergame() game.cpp

I have no easy solution at the moment, maybe Esenthel does.
11-30-2012 11:17 AM
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Esenthel Offline
Administrator

Post: #6
RE: [Video] Improper culling of large models
If you're using World Editor then the object should be set as "Terrain" access mode. Also make sure that it has correct mesh bounding box set.

If you're creating object dynamically, then EE world drawing only checks areas that are in the frustum (with some tolerance), and then draws objects of those areas.

If object is huge and not created in World Editor as Terrain, then you can try drawing it manually everytime.
11-30-2012 01:58 PM
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