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Question by alebasco · Apr 21, 2015 at 09:05 PM · shaderocclusionocclusion culling3dtextadvanced

3d Text culled via occlusion culling?

Our scene is setup and running nicely with occlusion culling. It drastically helps performance. However, it also culls away the menu text, even though it draws on top of everything normally.

Example: if the player is facing a wall and pauses the game. The menu will spawn in front of him, which is behind the wall. Normally, in a scene without occlusion culling. The menu will still draw on top of the wall, due to the shaders used.

However, if the location of the menu happens to be in another occlusion cell, then the menu will culled, because the wall occludes it.

The normal solution would be to make a 2nd camera that renders just the menu, but wouldn't work because we also support the Oculus Rift, so we'd need a 2nd Oculus camera in the scene, and that'd cause all kinds of problems.

Is there something I can change in the shaders maybe? Or a way to mark them as immune to occlusion culling?

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avatar image alebasco · Jun 18, 2015 at 10:18 PM 0
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$$anonymous$$onths later - still no solution for this - anyone out there have any ideas?

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