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Polycollision Variable??? #244402
01/04/09 15:01
01/04/09 15:01
Joined: Mar 2006
Posts: 38
Marquette, Michigan U.S.A.
ICRDesign Offline OP
Newbie
ICRDesign  Offline OP
Newbie

Joined: Mar 2006
Posts: 38
Marquette, Michigan U.S.A.
Hey JC...
I see that the "Shared Texture" situation has been resolved...
Anything done about the terrain not being identified when "Polycollision" variable is set to "0"...?
My work runs at 60+fps at "0" (V7.07) and gets cut to a third when set to 0.5, 1 or 2 (V7.66)...
This is a major issue for me with my huge levels and all that is being rendered...
(I remain at using Version 7.07... also because I love how the launch runs at between 2000 - 3000 fps on my Dell XPS.)
Please advise...
Paul

Re: Polycollision Variable??? [Re: ICRDesign] #244420
01/04/09 17:10
01/04/09 17:10
Joined: Sep 2003
Posts: 931
Spirit Offline

Moderator
Spirit  Offline

Moderator

Joined: Sep 2003
Posts: 931
The manual is your friend:

"Only A6-style BSP levels and non-cached terrain are supported by the AABB collision system."

http://manual.conitec.net/aenable_polycollision.htm

So you need to set your terrain to nonchunked. This is no bug report, so I'm moving it out of the bug forum. Anyway, in my experience you should leave enable_polycollision at its default value. A7 mesh levels and chunked terrain are much faster than A6 levels and non chunked terrain, at least in my project.

Re: Polycollision Variable??? [Re: Spirit] #244513
01/05/09 08:27
01/05/09 08:27
Joined: Jul 2000
Posts: 28,050
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,050
Frankfurt
How many moving entities do you have in that level? And are you using terrain LOD?


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