Jump to content

Recommended Posts

Posted

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?

Posted

SetWorldCullRange() only sets the individual ranges for the EntityViewRange() command.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

Posted

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.

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

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.

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...