Quote:
Originally Posted by sleiN13
Just to state the problem the otherway around, How can vizard handle large outstretched worlds or a building with multiple rooms?
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Though Vizard does not currently have a way of automatically doing occlusion culling, Occluders can be added manually within 3ds max using rectangular splines and the OSG Occluder helper. (Helpers --> OpenSceneGraph --> Occluder)
-For a large world, one option is to use fog + distance culling.
-Another option is to use the OSG Level of Detail helper. With this one, you would merge or group all the objects in a room and add it to the LOD helper, then set the distance in meters for that object to be visible. (Helpers --> OpenSceneGraph --> LOD)