Ogre occlusion culling

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litterbug23
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Ogre occlusion culling

Post by litterbug23 » Sat Jul 31, 2010 7:32 am

scene occlusion culling is necessary in city scene,
does ogre team have a plan to add occlusion culling feature in ogre's road map ?
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Shockeye
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Re: Ogre occlusion culling

Post by Shockeye » Sat Jul 31, 2010 8:30 am

Try the PCZ scenemanager - it has "antiportals" which occlude portals. I don't think they occlude objects in the same zone, but obviously any objects beyond an occluded portal would not be rendered.
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xavier
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Re: Ogre occlusion culling

Post by xavier » Sat Aug 07, 2010 1:33 am

Praetor was working on a software-based occlusion culling mechanism. Tuan Kuranes started (but didn't finish) an HOQ-based one in the CHCSceneManager.

There are no official plans however (that I am aware of) for such support within the Ogre core, however.
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litterbug23
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Re: Ogre occlusion culling

Post by litterbug23 » Mon Aug 09, 2010 7:11 am

Thanks for your reply,
maybe CHCSceneManger was intergrated to PLSM2, I'm testing it in Ogre1.7.1.
look forward to seeing PLSM3.
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xavier
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Re: Ogre occlusion culling

Post by xavier » Mon Aug 09, 2010 7:41 am

I have a feeling that PLSM3 is like Duke Nukem 4Ever was -- lots of hope that it will happen, very low likelihood that it will actually come to pass. With the Paging support in Ogre core now, it's unlikely that it would be finished as it would be duplicating functionality.
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Lee04
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Re: Ogre occlusion culling

Post by Lee04 » Sun Oct 17, 2010 3:47 pm

That's to bad...

I guess you have to integrated your self like I did.

But if you want it and create it I am sure everyone else wants it once it's done...

Hell I am tired of maintaining what I have.

Looking forward of seeing what you come up with.
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Sgw32
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Re: Ogre occlusion culling

Post by Sgw32 » Thu Jan 06, 2011 7:38 pm

I think Occlusion Culling is a very important thing, especialy for lights and shadows - I read somewhere, that every light renders the scene...
My game is FPS, and OC is very important for it(my opinion) I need to know, how many FPS could it save? (I have 3 lights, and ~60 nodes, 900 batch count, a map is something about a million of poly, my FPS is 17)
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eugen
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Re: Ogre occlusion culling

Post by eugen » Fri Jan 07, 2011 2:27 pm

Lee04 wrote:That's to bad...

I guess you have to integrated your self like I did.

But if you want it and create it I am sure everyone else wants it once it's done...

Hell I am tired of maintaining what I have.

Looking forward of seeing what you come up with.
How about sharing your implementation? All these other people waiting for it might thank you.
Just a thought.
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Re: Ogre occlusion culling

Post by Sgw32 » Fri Jan 07, 2011 9:39 pm

I also agree... Lee04, you can just share binaries(it will be so cool! :roll: :D ), without opening source code, and sell the source code, but binaries will be free(I know you sell your plugin for OC, yes?) And again, need to ask, how many FPS should Occlusion Culling save?
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xavier
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Re: Ogre occlusion culling

Post by xavier » Sat Jan 08, 2011 2:57 am

You'd get better results asking Praetor if he has made any progress, and is willing to share it.
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