If you wondered why it didn't work with lightmapped maps - there was a real bad bug and I have fixed it now:
http://www.blitzbasic.com/codearcs/codearcs.php?code=1244
The clusterisation is now tested with a gile[s] map (well, the map of level 1 of my latest fps demo). It now supports vertex alpha and color. It will also determine the required space that needs to be clusterized automaticly. Now you only have to define the wanted cluster size in Blitz units. By definig a good size you can get a good balance of Occlusion and number of surfaces in the world.
Although this may lower TrisRendered dramaticly, it will create further surfaces in the scene, so the diffrence is not that much unless your map is real big.
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