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High Level Engine Entities visibility question

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Hi chris, I was just wondering if it was possible to make such a difference between terrain and environment clipping and entities clipping ?... I am using a terrain that is quite huge and I''d like to post forests and a lot of other objects on it. My problem is that when I do that on LS studio, I got a really bad frame rate which is normal as it is being rendered... Is that possible ? Can I do it my self such as I pass entitynodes in a function that checks their location against the camera and returns the flag they should be getting ? Amadrias

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How many objects approximately? I''ve tested up to 3000 trees with pretty good frame rates. This is using the latest build that adds quadtree visilibity culling for entities.

There is a function in the high level source that checks if the entity is within the 2D visibility range and sets a flag. You could add more to this.

Other optimizations are possible:
- Use the TREES rendering method for leaves. This lets you draw trees using the D3D pipeline without sorting
- Make sure the D3D pipeline is turned on for all objects
- Use the LOD switching feature (ie trees can become billboards when far away)

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