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3D occluders #9786

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Zylann opened this issue Jul 22, 2017 · 9 comments
Closed

3D occluders #9786

Zylann opened this issue Jul 22, 2017 · 9 comments
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@Zylann
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Zylann commented Jul 22, 2017

I thought it would be interesting to have a way to cull 3D objects in addition to basic frustum culling.
In busy scenes, it can happen that many things are in the frustum, slowing FPS down, but maybe only half can actually be seen, because they can be hidden by a wall, by a hill, litterally anything.

2.x had Rooms and Portals, but I feel like they are a bit too specific to interiors. If all you need is just a quad to occlude what's behind a wall or a hill, rooms aren't suited for that. Also rooms don't work in 3.0 (I tried to set an Area but it produced an error).
I noted Unity also has this feature, which seems to do a great job, be it for interior or exterior scenes.

An alternative to manually place occluders in a scene is occlusion queries (which work for any kind of scene or procedural terrain), but I don't know if they are doable with the GLES3 renderer.

@reduz
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reduz commented Jul 22, 2017 via email

@Zireael07
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Bump, any hope of getting occlusion culling in 3D?

@Dudemanjude
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@Zireael07 See here, it says it is expected for 3.2. https://www.patreon.com/posts/17595598

@ghost ghost mentioned this issue Jul 21, 2018
@HeadClot
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Thanks for the information @Dudemanjude :)

@name-here
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Is this still being worked on? It seems pretty important.

@clayjohn
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@name-here it's planned for 4.0

@HeadClot
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@clayjohn Who will be working on it for 4.0 or has that not been hammered out yet?

@clayjohn
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clayjohn commented Oct 27, 2019

reduz I guess. Unless there is someone out there who knows how to do it really efficiently and really wants to do it.

@Calinou
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Calinou commented Oct 27, 2019

Closing in favor of #22048, which has more information on the subject. Occlusion culling is still being worked on for 4.0 🙂

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