Hi!
I got some reports that the camera could feel choppy in The End of Dyeus, so I did some testing, which led me to finding this pretty odd behavior: when the camera horizontal angle is diagonal (45°, 135°...) it looks like automatic frustum culling doesn't work.
Here's a video to help showcase the issue:
https://www.curious-planet.com/files/ir ... _issue.mp4
I've turned off the terrain to pinpoint the problem, but the behavior is the same when rendering the terrain alone. As you can see in the video, the game renders ~95 000 triangles in straight lines, and ~180 000 in diagonals; I've turned automatic culling off on trees on the last part of the video, and you can see that the game renders ~175 000 triangles in most direction, and ~180 000 in diagonals (the 5000 tris difference is due to vegetation and visual effects like the sky, etc, which still have automatic culling on). So it matches the diagonal values with automatic culling turned on.
Sorry if this is a known issue, I've searched the forum before posting but I might have missed it.
Please note that this has been tested in Irrlicht 1.8.4; here's the console output:
Hope this helps!
Frustum culling issue in diagonal angles
Re: Frustum culling issue in diagonal angles
Oh, sorry, for some reason I missed this post until now. I'll check if I can reproduce it somehow. And this is not a known issue to my knowledge.
On another note: svn trunk has reworked the fps camera a bit to fix some problems which caused it to not be smooth:
- It would sometimes skip back because it worked with wrong values for the screen-center position.
- It ignored all cursor-movement which happened between device->run() and the moment when the animator did run
Sadly not a single patch as I needed a few tries to get it right. But you can maybe compare fps animator in 1.8 and trunk to see what I did (and maybe cursor code, I think first bug also involved cursors)
On another note: svn trunk has reworked the fps camera a bit to fix some problems which caused it to not be smooth:
- It would sometimes skip back because it worked with wrong values for the screen-center position.
- It ignored all cursor-movement which happened between device->run() and the moment when the animator did run
Sadly not a single patch as I needed a few tries to get it right. But you can maybe compare fps animator in 1.8 and trunk to see what I did (and maybe cursor code, I think first bug also involved cursors)
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Re: Frustum culling issue in diagonal angles
I can't reproduce this. Neither with 1.8 nor Irrlicht trunk. I need a concrete example for this.
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm