AFAIK Giles Meshes handle both, LoadMEsh and LoadAnimMesh correctly. If you assign a lightmap manually, you may have to assign it to all children, recursively, as I explained before. Make sure to assign them only to Mesh Children, not to EG. Pivot Children. What you basicly have is Camera Range Culling and Fustrum Culling.
But how about to load a Level with 400'000 Tris and have full 60 FPS? It's possible with true Occlusion. (Tho there's a 16 Bit max of tris and vertices for each surface / child)
But how about to load a Level with 400'000 Tris and have full 60 FPS? It's possible with true Occlusion. (Tho there's a 16 Bit max of tris and vertices for each surface / child)