@ Image All
Well, that all sounds very complicated and like you know what your talking about, but I'm afraid I've only "seen" sync mask, I don't know how to use it. And for that matter, don't understand fastsync either.
I'm also not entirely sure my game meets the criteria. As I'm only using one camera for the view. (Any other cameras are to do with the water shader effect I'd be placing infront of that camera (0).)
EDIT:
I could do with another command being explained to help me to solve this,
set camera clip different variations of the variables input into this command seem to screw up the effect in different magnitudes but still overall, the culling seems to only work when you're looking at the floor.
set camera clip seems to screw up what the cameras are actually rendering, for example, that the camera controlling refraction, is set to orietate the same place as the main camera (0) but when using
set camera view to see what it is seeing, its still back at the start of the level when I'm elsewhere testing the water (litterally).
I'm very confused and I'm trying to fix things I don't understand. :S
@ dark coder
I see what you're saying about the frustum culling procedure.
But it just seems that whenever I go underwater (and the shader is brought infront of the camera) all the limbs of the map stop being updated, so you're left with only what you could see before you got into the water. (So if there was a wall that you could only see from in the water, once in there, you still wouldn't be able to see it because its still culling it out from the view just before you got into the water.)
Ah, I was about to say that
setup_Cull_obj isn't being called but then I realised it was, but only for the map object. So that leads me onto the opinion that it is something to do with the fact that the shader uses 2 extra cameras that are somehow corrupting what the original (0) camera is supposed to be seeing thus culling out.