Octree

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1 comment, last by AticAtac 23 years, 5 months ago
octrees are nice idea to structure a level/world. I hear many ppl says that culling octree-boxes (against view frustrum) is a nice thing, cuz in case a box is outside all of its sub-boxes are outside too. For me this feature is virtually uninteresting, cuz there are many cases where camera is looking at the complete world and almost no boxes can be culled. The difference will be huge, as for the performance of a 3d engine one shoudl find algorithms which will give good results for worst-case situations. I wonder if anyone has used the PVS-idea on octree. So every sub-box (leaf) is tested against other leafs. Anyone has done this ? Does it work well ?
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i have found if u often have these worst case senerio (every thing visable) its best not to do any culliong at all. but if these ''everything visable'' is actually only 90% visable then culling does help. its all a tradeoff mate that u have to measure and decide

aticatac - why the game''s keys were ''qwert'' i''ld never know


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quote:Original post by AticAtac
I wonder if anyone has used the PVS-idea on octree. So every sub-box (leaf) is tested against other leafs.
Anyone has done this ?

sort of.

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