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Zoning?

Tod69 Talamasca
The Human Tripod ;)
Join date: 20 Sep 2005
Posts: 4,107
03-31-2006 23:59
Was just wondering if anyone knew this: Does SL do zoning like in other builders such as the Unreal Tournament Editor? As in, if I have a large building in front of me, is it rendering whats on the other side even though I can't see it?
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Static Sprocket
Registered User
Join date: 10 Feb 2006
Posts: 157
04-01-2006 00:42
Second Life does not do object culling (as far as I can tell), so as long as an object is within your draw distance and viewing angle it is being rendered. This is one of the reasons for SL's generally bad rendering (fps) on older cards.
Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
04-01-2006 00:47
good question, i think so

not rendering stuff that the camera cannot see is such an old feature i dont ever think about it anymore (i had a bitmap 3d engine simmilar to wolfenstien back in the early 90's that had it hehe)

i know with the LOD and culling that things past or on the edge of your draw distance wont, but im not shure if the other side of a wall is being rendered at that moment if you cant see it
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
04-01-2006 06:11
Yes and no. What you're asking about is called "culling" in graphics lingo, by the way. I'm not sure why the Unreal editor might refer to it as "zoning". That's odd.

Anyway, back to the yes and no. The yes is that SL does backface culling, meaning it only renders one side of each polygon, the front. This is easy enough to notice. Just put a transparent texture on one side of a box, and you'll be able to see all the way through the prim. You won't see the inside surfaces of the box.

The no is SL does not do occlusion culling, which I think is more what you were asking about. All objects are drawn, whether other objects are in front of them or not. If you've got a big building in front of you with a tree behind it, the tree will be rendered even though you can't see it. The building just gets rendered right on top of it. I'm not sure the technical reason why they do it this way, but whatever it is, it better be a good one since it slows things down considerably.
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AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
04-01-2006 07:39
I've not used it, but I think the Unreal editor calles it "zoning" because it operates by dividing a level (manually I believe) into areas/zones (e.g. separate rooms) to make it easier for the rendering engine to know what it needs to render.
Tod69 Talamasca
The Human Tripod ;)
Join date: 20 Sep 2005
Posts: 4,107
04-01-2006 08:31
From: AJ DaSilva
I've not used it, but I think the Unreal editor calles it "zoning" because it operates by dividing a level (manually I believe) into areas/zones (e.g. separate rooms) to make it easier for the rendering engine to know what it needs to render.


You Got It! ;)

couldnt think of the general term used in graphics so I used UED's terminology :o
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Warda Kawabata
Amityville Horror
Join date: 4 Nov 2005
Posts: 1,300
04-01-2006 08:47
From: Chosen Few
Yes and no. What you're asking about is called "culling" in graphics lingo, by the way. I'm not sure why the Unreal editor might refer to it as "zoning". That's odd.

Anyway, back to the yes and no. The yes is that SL does backface culling, meaning it only renders one side of each polygon, the front. This is easy enough to notice. Just put a transparent texture on one side of a box, and you'll be able to see all the way through the prim. You won't see the inside surfaces of the box.

The no is SL does not do occlusion culling, which I think is more what you were asking about. All objects are drawn, whether other objects are in front of them or not. If you've got a big building in front of you with a tree behind it, the tree will be rendered even though you can't see it. The building just gets rendered right on top of it. I'm not sure the technical reason why they do it this way, but whatever it is, it better be a good one since it slows things down considerably.


About occlusion culling. This is uincredibly complicated to accomplish well, as first to need to establish whether the nearer object completely bloks teh view, then whether wind could cause either object to move out of teh line of sight to make teh far object visible, then consider whether thee are any transparency issues. Even for a graphical engine as primitive as that used in the Bard's Tale (a 25-odd year old RPG), this is no trivial task. The cycles to calculate the line of sight would be better spent just drawing the thing anyway. It takes almost as many cycles.