Vertex Occlusion

Blitz3D Forums/Blitz3D Programming/Vertex Occlusion

You didn't say if this particle system uses a single surface or a multiple surface system. If it's single surface then entityInVIew and EntityVisible are useless.

If it's a multiple surfaces system then you COULD access every particle with EntityVisible, linepicks, EntityInVie etc.

But EntityInView is pretty useless since it will be ignored by the renderer anyway if it's not at least partially in View.

EntityVisible only checks it's Center Point, and is slow as death. The same goes for all Linepick-Commands: simply way too slow.

If you are using sprites or quads which face to the camera all the time, then you could think about to exclude based on obstacles. But this is prettxy hard when the sprites fade to transparence on the edges - which is very likely. Anyway, if you know that the inner half of the sprite is opac then you could check if the more distant sprites are hidden behind the near sprites, projecting their edges by multiplying x and y by z.

You could use a dynamic array of near sprite edges and build a list of hidden projected rectangles based on it.

I am afraid this was more confusing than useful :)