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My understanding of the geometry system is that it represents geometry as polygons (groups of lines) instead of just a list of lines… my obstruction and occlusion systems use a list of lines, so the easiest way to give FMOD this data would be to just create a polygon for each line. However, I have a feeling that this might murder performance. Can you make any guesses about how this would affect performance? Also, would the scale of the data (i.e. representing a foot as 1.0 or representing a foot as 12.0, etc) have any impact on performance? I imagine it could if you use some sort of optimized representation for geometry data.

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[quote="brett":33zrhorv]lines don’t occlude sound, polygons do with area do, i don’t see what you would achieve by making polygons that are just lines.
fmod expects a low detail, polygon set, and scale is irrelevant. It is up to you to provide this to fmod i’m not sure what else i can suggest.[/quote:33zrhorv]So you don’t do occlusion via raycasting, then?

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[quote="brett":24vxrdnt]it does line against poly, using a custom visibility partitioning system, how is this relevant?[/quote:24vxrdnt]Just trying to figure out if my existing system can be adapted to work with yours. Doesn’t sound like it can.

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