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== Occlusion proxy  ==
== Occlusion proxy  ==

Версия 08:18, 14 мая 2011

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Содержание

Occlusion proxy

An Occlusion proxy is a simple geometry object which prevents objects behind from being rendered.
For example if the player stands in front of a big concrete wall with no holes inside, the engine does not need to render the objects behind the wall. This can reduce rendering time significantly and increase frames per second enormously.

Sample File

Sample File: Occlusion.max (в архиве)

General Setup in 3d applications

A simple geometry object which represents the shape of the render geometry is created in the 3d application (i.e. a plane for the concrete wall). It must be named "$occlusion" and linked to the object it belongs to. In our example the wall piece. No special material setup is needed.

Important things to remember:

  • Occlusion polygons will be treated doublesided.

A simple single sided plane in the 3d package might be a suffcient occluder for a non-see-through wall.

  • Keep the occluder as simple as possible, i.e. a singlesided plane for a complex wall.

Export

  • When linked correctly, the $occlusion proxy does not need to be added to the list window of the exporter.

"Merge all Nodes" needs to be unchecked* in the exporter settings.

Setup in Sandbox

No special setup needed in Sandbox

Debugging

  • e_debug_draw 11: Render occlusion geometry additionally
  • e_debug_draw 12: Render occlusion geometry without render geometry
  • e_debug_draw 13: Render occlusion ammount (used during AO computations)
  • e_CoverageBufferDebug 1 : enables Coverage Buffer Debugging mode
  • e_Bboxes: displays bounding boxes of objects (they are calculated parallel to the world orientation; bbox will be bigger for rotated objects)
  • e_CoverageBufferDrawOccluders : debug draw of occluders in coverage buffer.