Rick Posted February 5, 2012 Posted February 5, 2012 http://www.leadwerks.com/wiki/index.php?title=Entities#EntityViewRange vs http://www.leadwerks.com/wiki/index.php?title=EntityViewRange Function signatures are different between the 2 pages. Why was it changed to take predefined values instead of the actual distances? I potentially would like to have is less than the lowest possible (VIEWRANGE_NEAR = 0 // default: 50 units). So I assume maybe if I want that for all entities that's where the SetWorldCullRange() comes into play? What does the near, med, far parameters mean for the SetWorldCullRange() function? I would have thought it would just be a radius around the camera to show entities and everything outside that radius doesn't get drawn? Quote
Canardia Posted February 5, 2012 Posted February 5, 2012 SetWorldCullRange() only sets the individual ranges for the EntityViewRange() command. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■
Josh Posted February 5, 2012 Posted February 5, 2012 Using global near, medium, and far view ranges results in much much faster distance culling because it allows large chunks of the scene to be discarded without having to iterate through each entity. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Rick Posted February 6, 2012 Author Posted February 6, 2012 I'm noticing that. This has been a huge help in my game performance with my top/down view style since so little is actually visible at a time. It will allow for much more on screen at a time. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.