
Please, help me!
It's mostly because of many draw calls and not the cube count.irrman wrote:Hello! How i can release occlusion culling in irrlicht? I am must showing many objects (cubes). When i am trying to show 8000 blocks i am getting 8 fps
Please, help me!
Hi, I was having the same problem and was about to ask the same thing.hybrid wrote:The example for occulsion culling can be found here: http://irrlicht.svn.sourceforge.net/vie ... iew=markup
It will be part of the next Irrlicht relase. But indeed, occlusion culling won't help here, you need geometry batching and maybe octree culling.
Ok, I mis-understood then. Thanks for the link, I'll read it thoroughly before burdening you with more of my 'wisdom' =)hybrid wrote:http://http.developer.nvidia.com/GPUGem ... _ch29.html
You're not supposed to test all a's and b's with each other. Occlusion culling will only work if you have a few occluders, and many complex objects which may be occluded. There you get benefits and can use occlusion culling. Otherwise batching, hardware buffers, and sometimes also instancing can help much better.
It's quite likely a mipmapping problem. I assume that you have a texture atlas in which you store multiple tile images next to each other?irrman wrote: screenshot
Ok, I read it through now.hybrid wrote:http://http.developer.nvidia.com/GPUGem ... _ch29.html
You're not supposed to test all a's and b's with each other. Occlusion culling will only work if you have a few occluders, and many complex objects which may be occluded. There you get benefits and can use occlusion culling. Otherwise batching, hardware buffers, and sometimes also instancing can help much better.