Hardware Occlusion Culling - Occlusion Query for Irrlicht

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Halifax
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Post by Halifax »

Yup, of course. That would be great. And yeah, the core looks great, I was just making some observations. Overall though, keep up the good work Nadro!
TheQuestion = 2B || !2B
Chmel_Tolstiy
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Post by Chmel_Tolstiy »

Please post here not only patch but the patched files (.h, .cpp) too. I have some troubles with patching. Or mail it to me please (naxart@gmail.com).

Thanks.
vivekSivamRP
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Re: Hardware Occlusion Culling - Occlusion Query for Irrlich

Post by vivekSivamRP »

hi everyone , i'm new to irrlicht , i have successfully implemented Occlusion Culling in my irrlicht program. But what is the problem is " Occlusion culling also preventing SHADOWS to be projected". i.e Occluded Object's Shadows are not visible. Occlusion Culling disabling Occluded Objects for DEPTH TEST. So what i need is to disable Occlusion Culling during DEPTH PASS to shader . Is it Possible to Disable Occlusion Culling for particular pass ? or Is It Possible to Disable Occlusion Culling in Particular Camera's View ?
hybrid
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Re: Hardware Occlusion Culling - Occlusion Query for Irrlich

Post by hybrid »

Well, teh occlusion query just returns a value to you, which says whether pixels where written or not. What you do with that value is up to you.
netpipe
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Re: Hardware Occlusion Culling - Occlusion Query for Irrlich

Post by netpipe »

was wondering how this turned out if it ever made it into irrlicht 1.8 mentions https://sourceforge.net/p/irrlicht/feature-requests/54/.

http://irrlicht.sourceforge.net/docu/example026.html
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devsh
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Re: Hardware Occlusion Culling - Occlusion Query for Irrlich

Post by devsh »

It did but internally its a shitty map of <Node,OcclusionMesh> which does a search (linear I believe!) on an array of pairs which if you have 1000 nodes.. results in 25% of your CPU time in a N^2 search
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