Author Topic: Occlusion Culling too aggressive  (Read 171 times)

johan holwerda   «   on: July 10, 2012, 07:53:59 AM »
I have a scene with terrain tiles (vertices of a plane are elevated), and when I walk on it, some planes stop rendering too early (I then see holes behind my character). It looks like flare3d calculates that no part of the tile is in the camera frustum. Is there a way to relax the settings a bit?

johan holwerda   «   Reply #1 on: July 10, 2012, 09:27:54 AM »
I meant frustum culling; sorry.

Ariel Nehmad   «   Reply #2 on: July 10, 2012, 10:42:29 AM »
hi johan, are you creating these tiles by code?

try to increase the radius property of the bounds...something like:

tile.bounds.radius += someValueHere;

bounds property are only available in Mesh3D objects.

johan holwerda   «   Reply #3 on: July 11, 2012, 05:10:55 AM »
Thanks! That worked.