![]() ![]() A level with a high level of occlusion and well defined Sectors and Portals can have a significantly higher total object count and more overall detail than comparable outdoor levels for the same performance level. To take most advantage of portal culling, the level should have natural 'chokepoints' which limit visibility, such as doors, narrow corridors, and so forth. ![]() The real-time rendering book has a more in-depth explanation along with pretty pictures which can provide greater clarity.ĭesigning a level with Sectors and Portals: Sector A is visible from Sector B if and only if there is a path through visible portals leading from A to B. The system relies on breaking up the world into regions of visibility called Sectors and then linking them together through Portals. This is a relatively simple visibility system that can cut down rendering time significantly on levels with heavy occlusion (indoor levels mainly).
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