Code archives/3D Graphics - Misc/CSP VIS Compiler
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A VIS Compiler is used to precalculate Data to occlude Parts of a Game Enviroment dynamicly which are not visible to the camera. The goal is to speed up the Rendering. This VIS Compiler is using so-called Cyberskunk Space Partitioning Trees. Visibility Calculation is using "Identification by Uniqueness of Colors" (ICU) tm :P . This is for 3DS Buildings where walls, stairways etc. are children. you cannot use this for Buildings which are made of one single Surface/Mesh. Typically you would create some cubes etc. in Modeller like 3DS MAX and save this as 3DS. You might also study the ICU method only, to get a fast visibility calculation method Get it from here: csp_vis.zip (Note!!!: Uploaded new version which is faster and I removed some unused lines.) (Note!!!: Just uploaded another new version which explains in which cases to use EntityAlpha and when to use HideEntity. This is the third Version, in the second one there's a bug with LMB Correction) ![]() | |||||
Get it from here: [a http://www.melog.ch/dl/csp_vis.zip]csp_vis.zip[/a] |
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