texture glitch - memory corruption occured - why?
#19
Uhm, Frogulis - that's not quite right. For starters MykeGregory: Of course the rendering of unseen bits is dropped, this speeds up the process. That bit is purely mathematical - imagine standing in the center of the skybox, depending on which way you're pointing you'll not be able to see certain sides of this box .. this can be calculated and thus the drawing of (at least) one quad can be dropped for this 6-quad object.
What Frogulis probably meant are called "visual occluders", they work hand-in-hand with the knowledge of the maths mentioned above. Mappers - of indoor engines - have always had to think about how their map might be less of a strain on the engine. Hourences has written something about occluders in UE1, it's the best (and with most pictures) I could find ATM - there should be more on this topic "out there". So, a single solid cube doesn't help, but if you have the old-school S-curve (where one end can't see the other) or other combos of geometry placed with some plan - that'll help bring down the mapstats for each area.
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Messages In This Thread
RE: Why would this happen? - by Jg99 - 21 Oct 11, 05:54PM
RE: Why would this happen? - by MykeGregory - 21 Oct 11, 06:47PM
RE: Why would this happen? - by samsattF - 21 Oct 11, 07:21PM
RE: Why would this happen? - by ExodusS - 21 Oct 11, 07:27PM
RE: Why would this happen? - by V-Man - 21 Oct 11, 07:51PM
RE: Why would this happen? - by Cemer - 21 Oct 11, 09:03PM
RE: Why would this happen? - by Joe Smith - 21 Oct 11, 11:01PM
RE: Why would this happen? - by paulmuaddibKA - 21 Oct 11, 11:10PM
RE: Why would this happen? - by Qontrol - 22 Oct 11, 12:33AM
RE: Why would this happen? - by V-Man - 22 Oct 11, 09:36AM
RE: texture glitch - memory corruption occured - why? - by flowtron - 23 Oct 11, 12:09PM