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Occlusion culling - objects disappear when switching LODs http://horde3d.org/forums/viewtopic.php?f=2&t=1536 |
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Author: | marciano [ 08.06.2011, 20:37 ] |
Post subject: | Re: Occlusion culling - objects disappear when switching LOD |
I could imagine that some outdated occlusion information is used when an LOD is switched back. Does putting this into drawMeshes help? Code: bool valid = meshNode->_lastVisited[occSet] == Modules::renderer().getFrameID() - 1;
meshNode->_lastVisited[occSet] = Modules::renderer().getFrameID(); // Check query result (viewer must be outside of bounding box) if( valid && nearestDistToAABB( frust1->getOrigin(), meshNode->getBBox().min, |
Author: | worstplayer [ 09.06.2011, 09:38 ] |
Post subject: | Re: Occlusion culling - objects disappear when switching LOD |
Yes, it seems to work perfectly now. Thanks. |
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