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crazy166

Portals and octrees

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any ideas on how to use both portals and an octree scene graph to reduce polys? right now, i think my engine might be slow because i''m drawing every poly in the world and letting d3d determine if onscreen or offscreen. what do ya think? (that was sarcastic, btw). so i decided to use an octree-type algo (or more likely, quadtree, since you won''t move in y dir at all, or change camera pitch) to eliminate polys. since some action is "indoor" and some "outdoor", my question is: what are some ways that people combine portals with quadtrees? i''m familiar with portals, and i think the best way is to determine if a quadtree bbox is visible through the portal. does that seem like a logical solution? is it the only solution? thanks, crazy166 some people think i'm crazy, some people know it

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That''s basically the approach I''m using for my engine. I use sectors and portals like normal, but each sector is actually an octree. While this would also work for outdoor scenes, there are more efficient ways of storing and rendering terrain, so I use a different rendering process for that.


Wraith
BasketQase Software

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well, my "outdoor" scenes are typical of games like donkey kong 64 or mario 64 (minus vertical travel), they really aren''t terrain as such. but still, would there be something better suited to this type of outdoor scene?

thanks again,

crazy166
some people think i'm crazy, some people know it

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Hi,
We are a making an egnine combining Protals, BSP-Trees and a Roaming terrain Engine. We will make visibility determination using the portals. The Portals (defined as a polygon) will make the viewing frustum smaller, by creating additional frustum planes defined by the view point and the points of the polygon.

You can email me for additional questions.

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