4.9.8.2 Visibility Cullers
With a sector there is always an associated visibility culler. Currently
Crystal Space supports two cullers:
-
`frustvis': This is the default visibility culler that is used if no
other is specified. It only does frustum culling. It is the best culler to
use for simple sectors that don't have a lot of objects or else for sectors
that are big but where all objects are small. For such sectors it doesn't
make much sense to try to do more complicated visibility culling so
frustum cullling (testing if an object is visible in the current view)
is more than enough.
-
`dynavis': This is a more advanced visibility culler that does
frustum culling in addition to trying to avoid rendering objects that
are obscured by other objects. This culler
is mainly useful when you have big complex sectors with lots of objects
and when objects have a good chance of occluding (hiding) other objects.
This document will mainly discuss `Dynavis'.
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