rdInst Tutorial 7.8 – Frustum Difference Populating


Frustum Difference Populating is similar to Spherical Difference Populating, but only populates the view frustum area of the camera. This is 2D based for speed, so only really works for FirstPerson Mode. There are flags in the rdInstSettings actor that can be changed any time during play to force Frustum Mode to Spherical Mode (or even to full mode or no draw mode) when switching camera modes.

This mode was designed to present the minimal amount of data needed to the GPU when populating on-the-fly. Combined with the rdCluster system, it should in theory (I haven’t finished the GPU routines yet) provide a mechanism of populating and rendering objects further into the horizon than is currently possible. It also introduces a hybrid CPU/GPU population system, splitting the work between the two and giving the ability to populate pre-calculated objects along with run-time procedurally generated objects.