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[SOLVED] A few questions


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1. Will there be a future plan for Unigine to implement drawing meshes not only with triangles but also triangle strips and triangle fans, and lines?

We are a company working on the field of virtual reality. Sometimes we need to maintain the way how the mesh was originally designed, by which I mean to maintain the way how OpenGL draws it.  And we can't draw lines. I understand Unigine is a game engine and is trying to simplify this. 

 

2. For large scenes like the whole city, rendering becomes slowly and FPS can hardly goes up. Using LOD and occluder will be the way to solve this. Will Unigine team want to implement some solutions like vertex decimation for automatically generating simple meshes and set up the correct distance of LOD, or the solution like Umbra provided, which is automatic occluder for culling invisible objects?

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1. https://developer.unigine.com/forum/topic/1387-solved-objectmeshdynamic-pointslines-support/?p=10986

 

2. UNIGE already provides different flexible occluder type

  1. WorldOccluder
  2. WorldOccluderMesh
  3. WorldOccluderTerrain 

Occluder placement has to be done manually by world modeller. In general this leads to much better results as the modeller has the best understanding of scene complexity and world parts were occluders might provide significant performance advantages (as occluder itself also add some overhead to the world)

 

Automatic mesh LOD generation should be done in the modelling tool, not in the engine. UNIGINE ObjectMesh supports multiple surfaces each with its own LOD setting for multi-LOD-model handling.

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