Hi,
I just update this topic to say that as eevee does frustum culling now and as
it is based on Object, I updated a bit the bge code in my branch to use eevee's
culling directly.
(I try to follow Ton's advices "as I can" considering I'm not an experienced
coder)
I don't know if this is a good idea yet, but to do that, when we add a
gameobject in bge (void KX_GameObject::ProcessReplica()), I duplicate the
"gameobject Object" like that:
if (m_pBlenderObject) {
Main *bmain = KX_GetActiveEngine()->GetConverter()->GetMain();
Object *newob = BKE_object_copy(bmain, m_pBlenderObject);
m_pBlenderObject = newob;
}
So now, instead of using KX_GameObject matrix, I use "gameobject Object->obmat"
in the code. I guess these kind of modifications will allow to use more of
Blender code directly.
This seems to ~work for culling even if I still have some issues to solve.
If you're interested, I continue to follow eevee's development here:
https://github.com/youle31/EEVEEinUPBGE/tree/experimental
Thanks very much to all Blender devs for your amazing work on 2.8!
youle
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