Re: [Algorithms] BSP tree, or what?
Brought to you by:
vexxed72
|
From: Willem H. de B. <wi...@wh...> - 2008-06-18 12:24:05
|
> Let me guess, your typical camera locations was not at the borders of the > level, but around its center and your 1/4-th of the level fits nicely into > the GPU bandwidth. The camera locations were pretty evenly scattered; there were places near the border of the level and ofcourse also places near the center. > I'm really don't have an idea, why one shouldn't get benefit from > occlussion, unless of course he is not vertex processing bound (which tend I can't remember why occlusion didn't work in this case. The decision was made to ditch it since we'd already spent some time on it and not really seeing any benefit. This ofcourse is not saying that occlusion culling doesn't work - it just didn't work for us in this particular case. Cheers, Willem |