Jump to content
  • Advertisement


This topic is now archived and is closed to further replies.


scene graph?

This topic is 5236 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

how many people here use scene graphs in thier engine? personally i dont, and i''ve been doing some research, and looking into implementing them, all i can come up with scenenodes are transform nodes, material nodes, and mesh nodes. Then the problem is inserting the nodes? i guess a material would be close to the root, as its the most expensive state change wise, followed by transforms, then meshes... so if a material requires a number of passes, it can set the pass and call the children to be rendered/set. what i have done is the past is just have a list of models, sorted so those models that use the same material/texture are located next to each other... another issue is how to create the nodes from the scene graph, should i ask the scen graph to make them eg: SceneGraph.CreateMaterial( "myMaterial.fx" ); Transform* SceneGraph.CreateTransform(); ideas suggetions link to some tutorials would be exellent ;p

Share this post

Link to post
Share on other sites

You should rather think of a scene graph as of convenient and optimized structure for storing your geometry. Scene graphs are mostly used to optimize frustum culing, collision detection and similar. Its recursive nature allows for lots of geometry optimizations.

However, to optimize state changes (textures, shaders etc.) you should have an extra structure capable of buffering visible geometry, then allowing for rendering it with somehow optimized state changes order.

I can''t really think of scene graph alone being optimized for display in respect to state changes.


Share this post

Link to post
Share on other sites

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!