![]() ![]() For example if you had 3 refs to RockWithLichen and 1 ref to RockWithNoLichen tucked together in the corner of a cell, precombination would merge all 4 rock geometries together and all 3 lichen geometries together into a single NIF named for the combination key for that corner of the cell (eg: "Meshes\PreCombined\0000DBBB_01B8656E_OC.NIF"). "Precombination works by analyzing ref 3D for a cell and merging like geometries across similarly located refs into a different set of NIFs. This basically combines similar meshes into a combo mesh that is rendered instead of the individual meshes. "The purpose of occlusion culling is to find geometry that has zero effect on the final render buffer because it is behind other geometry, and eliminate that geometry as early in the render process as possible to reduce wasted cpu and gpu time.". 3D computer programs like video games which need to render complex objects usually use some method of preculling/occlusion. If an object is hidden from the player's view (because it's on the other side of a wall or hedge for example) it won't be rendered. ![]() These are basically all words that mean the same thing. ![]()
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