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rooms and portal seems broken #6349
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Thanks for your answer :) But I still don't understand how to make it works. I created the scene and it seems to load a RoomBound. The issue is mainly we can't see through the portal. Is there an demo with a room working + a portal ? I didn't used an area. I simply exported the scene from blender with the flag -room and -portal |
rooms and portals are gone, so this is gone too. |
Very frustrating. I just ran into this problem and now basically have to wait for a couple of years? How it's even possible to have a 3d engine without any occlusion culling |
not a couple of years, but a few months. 3.0 will come out without a few things (GLES2, shader graphs and occlussion culling among other things), but this is high priority to add back afterwards |
again, apologies. Godot 3 is a massive engine clean-up which needed to be done. We prefer to release a first version missing a few things than delay the release a few more months. We haven't had a major release in almost a year. |
Few months until 3.1? Sure, that's faster than expected. |
@tr0q yeah the idea after 3.0 is making smaller releases more often |
Apologies for bumping this issue, but
Will this happen in 3.2, since 3.1 is in a release freeze? |
I'm trying to optimise my scene by using room and portals to separate the 3d scene into multiple areas. The objects inside the room are properly culled except when you look through the portal you can't see anything.
I posted an example in the qa
https://godotengine.org/qa/6667/how-to-use-rooms-and-portals-in-3d
Sam
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