The Occlusion challenge

Blitz3D Forums/Blitz3D Programming/The Occlusion challenge

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From what I can figure, the time needed to check which objects in a scene Occlude others,
the scene can be rendered as is. The clock cycles used to check a 3D object are the same
clock Cycles needed to render the object.
Todays GPU's are faster working with 3D objects then CPU's.
That is why I mentioned LOD as a better method of doing things.
I wasn't refering to indoor scenes.
I asked a question earlier today, concerning an outdoor scene, and was pointed towards Occlusion.
That is why I looked it up in the first place.
When I walked up to a hill in my world, I noticed that the tris. value remained the same.
So I asked if there was a way to tell blitz not to render past the hill.
That was when I was told about Occlusion.
I think for outdoor scenes LOD is still the best way to go, because of the distance and complexity.

For indoor areas, I could see Occlusion or something simular as priceless,
and it should be quite easy to implament. I can see some means of doing it already.
But that is not were I'm at right now.
When I get to the indoor part of my game I will be giving it alot of thought.
But right now I am working on the outdoor part of my game.