I finally know what Occlusion is, and have some idea now of what it involves.
I can remember the old Ultima2 game. When you explored the world everything stayed black until you explored it.
I can remember the way the viewing area lit up as you approached it.
I always thought a simular approach would work in 3D.
Only thing is height is a major factor here.
I think some kind of ray casting would work, only thing is the time for the raycasting
is probably the same time needed for Blitz to render the scene itself.
So I think that LOD preproccessing is the best way to do things.
I just thought Blitz had some function to do this, that I didn't know about.
Because when I spin around in a 3D scene I noticed different frame rates at different angles.
I thought that had something to do with items blocking the view.
I now think hidden surfaces actually slow things down, because they are harder to display.
I can remember the old Ultima2 game. When you explored the world everything stayed black until you explored it.
I can remember the way the viewing area lit up as you approached it.
I always thought a simular approach would work in 3D.
Only thing is height is a major factor here.
I think some kind of ray casting would work, only thing is the time for the raycasting
is probably the same time needed for Blitz to render the scene itself.
So I think that LOD preproccessing is the best way to do things.
I just thought Blitz had some function to do this, that I didn't know about.
Because when I spin around in a 3D scene I noticed different frame rates at different angles.
I thought that had something to do with items blocking the view.
I now think hidden surfaces actually slow things down, because they are harder to display.