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[OoT] Occlusion planes system #360
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…e having the wrong capitalization
Yanis002
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Jun 11, 2024
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nice 👀
fast64_internal/f3d/occlusion_planes/exporter/to_c/occlusion_planes.py
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fast64_internal/f3d/occlusion_planes/exporter/to_c/occlusion_planes.py
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Yanis002
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Jun 16, 2024
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This adds f3d common and OoT support for a system for managing occlusion plane candidates for F3DEX3. You can create one or more meshes per room consisting of quads representing occlusion plane candidates, and they are exported as part of the room files. An in-game system then selects one occlusion plane per frame which is estimated to occlude as much as possible, computes the coefficients for that plane, and sends them to the RSP.
An occlusion plane candidate is a planar, convex quad, painted with vertex colors representing that plane's weight. You can manually weight planes based on the amount of stuff in the scene behind them. Colors black to white represent weights 0 to 1, and they multiply the score assigned to each plane per frame by the occlusion plane system. If you create a mesh marked as occlusion planes which does not meet these requirements, fast64 will give descriptive errors.
There is no change to exports for scenes which don't contain meshes marked as occlusion planes.