FlashyGoblin Posted May 24, 2016 Share Posted May 24, 2016 So are there any optimization methods to apply that will not render geometry that is behind or totally blocked by other geometry? So if you have a giant wall that's only 4 triangles, and behind that that wall there is a box that is 5 billion faces, your FPS will grind to a halt because BJS is still drawing whats behind it. I'm pretty sure that this is just the nature of how 3D engines work, but then again, I never built my own 3D engine and I bow to the mighty Babylon gods! LOL -Thanks! Wingnut 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 24, 2016 Share Posted May 24, 2016 This is what we call occlusion. And we do not support it in babylonjs because occlusion queries are not supported by webgl 1. Quote Link to comment Share on other sites More sharing options...
FlashyGoblin Posted May 24, 2016 Author Share Posted May 24, 2016 Ok, good to know. Thanks! Quote Link to comment Share on other sites More sharing options...
Boz Posted May 24, 2016 Share Posted May 24, 2016 Experimental WebGL2 is available : http://caniuse.com/#search=webgl2 It contains occlusion queries, you can check if your browser supports these functionalities : https://www.khronos.org/registry/webgl/sdk/tests/conformance2/query/occlusion-query.html For now, maybe you can implement a ray casting approach (with multi rays?) to simulate the behavior. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 24, 2016 Share Posted May 24, 2016 This is on my todo list for 2.5 Boz 1 Quote Link to comment Share on other sites More sharing options...
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