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DarkBASIC Professional Discussion / Someone explain Dark Occlusion to me please...

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Levanthus
22
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Joined: 17th Apr 2003
Location: Cumbria, UK
Posted: 8th Jul 2014 02:21
in using dark Occlusion, my whole model vanishes, i get nothing whatsoever but as far as i can tell i'm doing everything just fine...
there came the example with dark occlusion

and this is the EXACT same code i'm using in mine in exactly the same fashion... however the example shown above works perfectly, yet i use my own model and the whole thing just vanishes... can anyone explain why?

I can see from your smile, you're not here for the sunset

Windows 7 64 bit, AMD Phenom II x4 Black edition, 7 GB Ram, Radeon HD 4650, 3.6 TB HDD
MrValentine
AGK Backer
14
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Joined: 5th Dec 2010
Playing: FFVII
Posted: 8th Jul 2014 07:32
Read through this thread http://forum.thegamecreators.com/?m=forum_view&t=193877&b=1 full of very useful information and some very useful downloads!

Occlusion Culling is object based to keep this simple in explanation, basically your object is being used as a single mesh/limb, load it using a limb import method and add each limb/mesh to the culling list...

The code for this is in that thread above...

Hope this helps...

[I travel to Cumbria often throughout the year ^^]

Levanthus
22
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Joined: 17th Apr 2003
Location: Cumbria, UK
Posted: 8th Jul 2014 16:17
but why would i need to load it as a limb? it doesn't need to be in the example... it makes no sense to me at all... i miss the days of static occlusion... at least that worked simply

I can see from your smile, you're not here for the sunset

Windows 7 64 bit, AMD Phenom II x4 Black edition, 7 GB Ram, Radeon HD 4650, 3.6 TB HDD
MrValentine
AGK Backer
14
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Joined: 5th Dec 2010
Playing: FFVII
Posted: 8th Jul 2014 16:23
You could just use DBPs internal function then...

Not a single limb, that is the issue you are having... Please reread my post and view that thread...

Brendy boy
19
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Joined: 17th Jul 2005
Location: Croatia
Posted: 9th Jul 2014 03:59
dark occlison can't hide parts of an object, only the whole object.
You need to load you object(level) as a collection of many simpler objects

Van B
Moderator
22
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 9th Jul 2014 15:36
If you were to say, break your house up into it's individual rooms, then occlusion would be effective.

You can't really see any benefit right now because what you have is a single object that is either hidden or not - but if you were to add a load of trees, then these would be occluded better, when inside the house especially.

So really, the only problem you have is that your project isn't far enough along to make good use of occlusion - but starting out with it included means you'll be able to add more scenery, foliage, trees etc etc than you would without it. When inside the house, you might only see the objects from a window, the objects that you can't see will be hidden - DBPro without occlusion would still try and show these objects.

If you are adding a terrain, I would suggest using seperate objects for that, like 32x32 tile blocks, then occlusion can help with that as well. Having a terrain as 1 big object, like with Advanced Terrain isn't ideal.

I am the one who knocks...
Levanthus
22
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Joined: 17th Apr 2003
Location: Cumbria, UK
Posted: 16th Jul 2014 01:08
aaah right, i get it now, makes sense... i was always under the impression that it hid polygons that couldn't be seen by the camera, i seem to recall old static occlusion used to work that way, but i get where you're coming from now.

I can see from your smile, you're not here for the sunset

Windows 7 64 bit, AMD Phenom II x4 Black edition, 7 GB Ram, Radeon HD 4650, 3.6 TB HDD
MrValentine
AGK Backer
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Joined: 5th Dec 2010
Playing: FFVII
Posted: 16th Jul 2014 03:31
Thanks

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