hi,
i’m looking for the best way to perform pvs culling (pre-stored visible zones list in each zone) on polygon-based indoor map and i take a quake3 bsp map for example
1/ first, is it possible to read directly in unity the bytecode of the bsp file? if not, should i pre-parse it to ascii data, xml, directly to javascript or c# arrays / objects ?
2/ second what’s the best way to manage the pvs culling (each time camera changes zone, update the list of visible zones)
i’m thinking about 2 approaches:
a/ for each zone make an independant mesh object, then discard / enable its rendering by using renderer.enabled = true / false
b/ directly re-write the whole mesh of the p.v.s. :
function UpdatePVS () {
mesh.Clear();
mesh.vertices = newVertices;
mesh.uv = newUV;
mesh.triangles = newTriangles;
}
c/ is there a better approach (maybe is it possible to discard individually polygons inside a mesh ?)
thanks for your help