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Re: Frustum culling in A6 [Re: William] #61763
01/19/06 04:50
01/19/06 04:50
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Matt_Aufderheide Offline OP
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becasue thats how the engine handles models and clipping. If you dont want this, you have to render it using a simple DLL... that way D3D can just draw the mesh as normal and not clip it out.

However, I agree that this should be selectable in script or WED, like a no_early_clip flag or something...

In any case, once Octree is in place this would no longer be an issue, so maybe it will wait for that


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Re: Frustum culling in A6 [Re: Matt_Aufderheide] #61764
01/19/06 12:28
01/19/06 12:28
Joined: Jun 2003
Posts: 1,017
Germany
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Thomas_Nitschke Offline
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William, exactly what I'm saying!
Only in my case its a MDL-terrain instead of a road but that doesn't really matter does it

@Matt: Could you explain why this won't be an issue anymore with Octree? I mean, see, I'm always learning thus I'd like to know what Octree actually handles differently here

Last edited by The Matrix; 01/19/06 12:29.

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Re: Frustum culling in A6 [Re: Thomas_Nitschke] #61765
01/19/06 17:30
01/19/06 17:30
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Matt_Aufderheide Offline OP
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simply put, you can use models as world geometry with octree... so regular model will still be clipped the old way, but static meshes will have normal clipping.


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Re: Frustum culling in A6 [Re: Matt_Aufderheide] #61766
01/20/06 16:36
01/20/06 16:36
Joined: Jul 2000
Posts: 27,967
Frankfurt
jcl Offline

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jcl  Offline

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Well, that's an interesting theory... obviously there are still some strange misunderstandings about octree and clipping.

Octree is a sorting algorithm. It won't let an object be clipped at a different position. You won't "see" on the screen that you have an octree or a non-octree level or have an "old" or "new" clipping method. No one needs to "render using a DLL" or some "non early clip" flag. If your rendering or clipping doesn't look right, there has to be a certain reason that you better check - it won't get fixed by waiting for octree.

- You can always ask on the "Ask Conitec" forum when you have questions about a certain rendering method or engine algorithm.

Re: Frustum culling in A6 [Re: jcl] #61767
01/20/06 17:53
01/20/06 17:53
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Matt_Aufderheide Offline OP
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OK, here is what i mean, correct me if I'm wrong... When octree is implemented you will be able to import any mesh into WED, and make it "world geometry" right? then wouldnt it be clipped in the way terrains and blocks are now clipped, instead of how models are?

The question is not about rendering errors, but how to avoid this clipping of models when their orgin is beyond the far clip plane, but not the whole model, now they just dissappear. I know "models" will always be handled this way, but with Octree you can import your mesh into WED.. wouldnt it then be handled as blocks are now?


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Re: Frustum culling in A6 [Re: Matt_Aufderheide] #61768
01/20/06 21:26
01/20/06 21:26
Joined: Jul 2002
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Germany
Error014 Offline
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Hey, could you show a screenshot of your grassmodell and when it gets wrongly clipped? I'd really like to see such a "problematic" situation! And hey, maybe we can help.


Perhaps this post will get me points for originality at least.

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Re: Frustum culling in A6 [Re: Matt_Aufderheide] #61769
01/21/06 02:56
01/21/06 02:56
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Alberta, Canada
William Offline
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William  Offline
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Quote:

The question is not about rendering errors, but how to avoid this clipping of models when their orgin is beyond the far clip plane, but not the whole model, now they just dissappear.




That's basically all I was wondering. Is there anyway to avoid the current clipping method that's implemented or not? I really don't know if this is just the usual way to render the scene; perhaps it is, and i'll have to split some models to keep origins intact.


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Re: Frustum culling in A6 [Re: William] #61770
01/22/06 13:34
01/22/06 13:34
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Germany
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Thomas_Nitschke Offline
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I'd also like to know whether this could be possible in any way right now... This is seriously needed o_O
@Error014: I'd show you screens if you really wanted to but I don't think it's necessary. Simply imagine there's one huge grass model covering the ground instead of many grass "bushes" - you'll have problems with clipping because as the camera moves away from the models origin, the entire model will be clipped as soon as the origin is out of the clip range. See what I mean? Whatsoever if you are really interested in screens I can put some up, too

Last edited by The Matrix; 01/22/06 13:34.

Formerly known as The Matrix - ICQ 170408644 I've been here for much longer than most people think. So where's my "Expert" status?
Re: Frustum culling in A6 [Re: Thomas_Nitschke] #61771
01/30/06 14:07
01/30/06 14:07
Joined: Jul 2000
Posts: 27,967
Frankfurt
jcl Offline

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Frankfurt
FYI: A user sent me a level that showed wrong clipping of terrain chunks. The reason was a bug in the early clipping algorithm. This will be fixed in 6.40.3. So, you could have indeed entities popping up at the clipping boundary under some circumstances, due to this bug.

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