Exploring Torque3d Occlusion Culling
Let's dive into the details surrounding Torque3d Occlusion Culling.
- I'm getting a bit better at this. I'm still trying to figure out why the assailant flickers out of the camera's view while viewing from the ...
- In this video, we discuss GPU
- Support for holes in the terrain with physx3 plugin active.
- First draft of translucency mapping. No mapping to it yet, just fixed translucency value across the walls.
- Torque3D PhysX 3.3 - Cloth Mesh
In-Depth Information on Torque3d Occlusion Culling
Identifying the issue, proof of concept of solution. Obviously won't be using raycasts in the end. Working a lot better now. Sorted out the majority of the bugs and it can be enabled on a per-object basis. This video showcases ... A step in the right direction. This is just a first working draft, lacks optimization. This time it's working with advanced (deferred) lighting.
At 0:33 you can see distant chunks were still being rendered. This is due to a single pixel of them being visible through the greedy ...
That wraps up our extensive overview of Torque3d Occlusion Culling.