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rooms and portal seems broken #6349

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MatthewsSam opened this issue Aug 31, 2016 · 9 comments
Closed

rooms and portal seems broken #6349

MatthewsSam opened this issue Aug 31, 2016 · 9 comments
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@MatthewsSam
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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.

  1. is this an issue with godot?
  2. or maybe I'm using portals in a wrong manner

I posted an example in the qa
https://godotengine.org/qa/6667/how-to-use-rooms-and-portals-in-3d

Sam

@LeonardMeagher2
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LeonardMeagher2 commented Aug 31, 2016

Going to pile onto this

  1. Rooms "room" is misleading it requests an "Area" in the editor, states it needs to be a "Room" in the docs and actually needs to be "RoomBounds"

needs area
image
docs say Room
image

  1. When creating RoomBounds changing the Geometry Hint size crashes godot

loading roombounds works, adding anything other than multiples of 3 to Geometry Hint Size crashes the editor
issue

@MatthewsSam
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MatthewsSam commented Sep 1, 2016

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

@akien-mga akien-mga added this to the 3.0 milestone Sep 28, 2016
@reduz
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reduz commented Aug 5, 2017

rooms and portals are gone, so this is gone too.
they will be re-added in 3.1 with a completely different implementation

@reduz reduz closed this as completed Aug 5, 2017
@tr0q
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tr0q commented Aug 6, 2017

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

@reduz
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reduz commented Aug 6, 2017

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

@reduz
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reduz commented Aug 6, 2017

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.

@tr0q
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tr0q commented Aug 6, 2017

Few months until 3.1? Sure, that's faster than expected.
Those missing few things are really important for my current project. Anyway, I think it will take some extra time until 3.x will be usable and reliable (lack of docs, bugs, missing features etc), will it be possible to adopt new occlusion culling to 2.x, or internals it will be based on are way too different in 3.0?

@reduz
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reduz commented Aug 6, 2017

@tr0q yeah the idea after 3.0 is making smaller releases more often

@LikeLakers2
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LikeLakers2 commented Jan 14, 2019

Apologies for bumping this issue, but

they will be re-added in 3.1 with a completely different implementation

Will this happen in 3.2, since 3.1 is in a release freeze?

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