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Rendering hidden/blocked objects


FlashyGoblin
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So are there any optimization methods to apply that will not render geometry that is behind or totally blocked by other geometry? 

So if you have a giant wall that's only 4 triangles, and behind that that wall there is a box that is 5 billion faces, your FPS will grind to a halt because BJS is still drawing whats behind it.

I'm pretty sure that this is just the nature of how 3D engines work, but then again, I never built my own 3D engine and I bow to the mighty Babylon gods! LOL

-Thanks!

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Experimental WebGL2 is available : http://caniuse.com/#search=webgl2

It contains occlusion queries, you can check if your browser supports these functionalities : https://www.khronos.org/registry/webgl/sdk/tests/conformance2/query/occlusion-query.html

For now, maybe you can implement a ray casting approach (with multi rays?) to simulate the behavior.

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