EpicBoy - that might be true somewhere, but not in Blitz.
Try it: take a Quake BSP and load it into Blitz as both a BSP and a standard mesh, OR take a map made in Quill, and test it with and without Quills portal occlusion.
The point of occlusion is that you throw less of the map at card/render-pipeline generally, regardless of whether its all one mesh or lots of small batches.
I really think you are mistaken here.
Flynn - there are many ways, but the simplest one right now is to build your levels in Quill and use its built in portal engine. Works very well.
If you want to roll your own, I recommend trying to setup a world editor that lets you define your portals (there are many ways to do this). And, you then store your occlusion data either in the b3d (blitz ignores chunks it doesn't recognise) or in a seperate file.
Good luck!
Try it: take a Quake BSP and load it into Blitz as both a BSP and a standard mesh, OR take a map made in Quill, and test it with and without Quills portal occlusion.
The point of occlusion is that you throw less of the map at card/render-pipeline generally, regardless of whether its all one mesh or lots of small batches.
I really think you are mistaken here.
Flynn - there are many ways, but the simplest one right now is to build your levels in Quill and use its built in portal engine. Works very well.
If you want to roll your own, I recommend trying to setup a world editor that lets you define your portals (there are many ways to do this). And, you then store your occlusion data either in the b3d (blitz ignores chunks it doesn't recognise) or in a seperate file.
Good luck!