kgregor Posted March 26 Share Posted March 26 I've seen BSP trees are mentioned in documentation of Unigine. Is scenery automatically converted to BSP tree? I plan to use interior scenery. And what is the reason for removing sectors/portals from Unigine? Link to comment
kgregor Posted March 26 Author Share Posted March 26 Doom 3 uses combination of BSP trees and portals/sectors. Link to comment
silent Posted March 27 Share Posted March 27 There is a spatial (BSP) tree under the hood that stores all the scene data in optimized way. You can use Occludes to hide some objects if required. However, I would recommend to start thinking of optimizations once you will build the complete scene. Maybe simply setting LODs and correct visibility distances for objects will be enough and no additional steps will be required. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
kgregor Posted March 27 Author Share Posted March 27 Are there cases, where BSP tree creation process in background is not enough and you would have to rely on occludes? Link to comment
silent Posted March 28 Share Posted March 28 It's highly depends on the overall scene objects count and how they are being placed, so it's hard to predict. You can usually see it in microprofile, when CPU times are a bit higher than expected. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
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