Search found 6 matches

by 3TATUK
Mon Nov 25, 2013 6:26 pm
Forum: Advanced Help
Topic: Possible glitch with octrees?
Replies: 4
Views: 757

Re: Possible glitch with octrees?

I've tried OCTREE_USE_HARDWARE ... I'm convinced that anything less than PVS/portals/occlusion is just too slow. Frustum culling, even in theory, is too slow. Like I said, if you're in a huge map - just looking at a wall - to the other side... It *should* be fast, because you're only looking at like...
by 3TATUK
Mon Nov 25, 2013 5:45 pm
Forum: Open Discussion and Dev Announcements
Topic: Two bugs...
Replies: 6
Views: 2030

Re: Two bugs...

quake's "occlusion" was PVS. that's what i meant. so it's not real occlusion because triangles in front of other triangles don't actually trigger those triangles behind them themselves to be hidden, but they *are* hidden regardless, because of the PVS. And hendu i think you might be mistak...
by 3TATUK
Mon Nov 25, 2013 2:03 am
Forum: Open Discussion and Dev Announcements
Topic: Two bugs...
Replies: 6
Views: 2030

Re: Two bugs...

Hm, so I just found this at the bottom of CQuake3ShaderScene.cpp setAutomaticCulling( scene::EAC_OFF ); commenting that out makes it behave "somewhat" better. If I stare out to space, it goes from 70 to 100 FPS... and if i fly beyond the map bounds and look out its 500+... but that's not m...
by 3TATUK
Mon Nov 25, 2013 1:37 am
Forum: Open Discussion and Dev Announcements
Topic: Two bugs...
Replies: 6
Views: 2030

Re: Two bugs...

Does this maybe have something to do with it?

// the additional mesh can be quite huge and is unoptimized
const scene::IMesh * const additional_mesh = mesh->getMesh(quake3::E_Q3_MESH_ITEMS);

Is there any fix for this?
by 3TATUK
Sun Nov 24, 2013 10:07 pm
Forum: Open Discussion and Dev Announcements
Topic: Two bugs...
Replies: 6
Views: 2030

Two bugs...

I *really* don't mean to crosspost, but this was probably better to be posted here: http://irrlicht.sourceforge.net/forum/v ... =4&t=49355
by 3TATUK
Sun Nov 24, 2013 7:30 pm
Forum: Advanced Help
Topic: Possible glitch with octrees?
Replies: 4
Views: 757

Possible glitch with octrees?

I have a ~50K triangle quake bsp map i'm loading and it runs at 70 FPS regardless of whether i'm out in space or have the entire map in my view, also regardless of whether I use the regular sceneNode or the octree version.... As a side note, irrlicht doesn't handle xonotic map files out of the box.....