ulf.schroeter Posted November 18, 2010 Share Posted November 18, 2010 Problem WorldOccluderTerrain shows unexpected occlusion behaviour within test scene. When moving through the scene sometimes geometry culling works as expected, sometimes it does not. Especially occluder pixels in the center of the scene do not always block backward geometry. Not sure if this is caused by an incorrect input occlusion mask, wrong setup or a real WorldOccluderTerrain bug. On position 2 there is no occlusion geometry visible within occluder debug texture. Position 1: occlusion works (still there are some small polygons not occluded, reason unknown) Nearby Position 2: occlusion does not work at all Terrain occluder height data visualized as blue boxes (real heightfield occluder geometry is of course a little bit different, but box approximation should resemble general occluder layout). Occlusion data was build from this b/w mask, which was simply created from scenery top-down screenshot. Link to comment
serega Posted November 19, 2010 Share Posted November 19, 2010 Yes, It's bug. It will be fixed soon. Link to comment
frustum Posted November 20, 2010 Share Posted November 20, 2010 The problem is fixed. And WorldOccluderTerrain becomes two times faster. Link to comment
ulf.schroeter Posted November 20, 2010 Author Share Posted November 20, 2010 The problem is fixed. And WorldOccluderTerrain becomes two times faster. so it was a "good" bug ! Link to comment
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