Cull transparent geometry
Posted: Wed Aug 01, 2018 2:28 pm
Hi everyone,
I'm having the following issue:
On my game I have entities with 2 sub-meshes each, one is heavily detailed and the other is simpler. And after certain events I want to set visible just one at a time (some kind of a very custom LOD). One big detail is that when my game starts the default camera's frustum covers all entities so they are all visible at once, what I don't want to happen is that my "heavy sub-mesh" gets visible on all entities at startup.
So when I create each sub-mesh I assign each a material, for the large one I'm using this material that gives me full transparency (so its becomes invisible):
On screen the heavy mesh is not visible and the light one is, that's ok, but polygons count is high as if all heavy meshes were visible!
I'm afraid that those pixels are still being rendered somehow, how can I cull fully transparent entities?
Thanks a lot!
I'm having the following issue:
On my game I have entities with 2 sub-meshes each, one is heavily detailed and the other is simpler. And after certain events I want to set visible just one at a time (some kind of a very custom LOD). One big detail is that when my game starts the default camera's frustum covers all entities so they are all visible at once, what I don't want to happen is that my "heavy sub-mesh" gets visible on all entities at startup.
So when I create each sub-mesh I assign each a material, for the large one I'm using this material that gives me full transparency (so its becomes invisible):
Code: Select all
material Full_Transparent
{
receive_shadows off
transparency_casts_shadows off
technique
{
pass
{
depth_write off
lighting off
depth_func always_fail
}
}
}
I'm afraid that those pixels are still being rendered somehow, how can I cull fully transparent entities?
Thanks a lot!