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KaiserJohan

Alternatives to a scene graph?

8 posts in this topic

Hello,

I'm looking into a way of managing my objects (right now only meshes but + whatever else comes up later) and the only solution I've come up with is sort-of a scenegraph management; where I have one SceneManager, which has SceneGraphs which has SceneNodes and further subnodes, and then I render one scenegraph which renders all nodes and subnodes etc...

 

Is there any alternatives to this and if so, the pros and cons? Also anything I should think about if scene graph is the right choice?

 

Thanks

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A Scene Graph is just a structure to hold data about your scene in which transformations are passed down.

You don't actually need a Scene Graph to render a scene, you can just run a list for instance, but I do recommend using Graph, it lets you do some nifty tricks =).

 

Why are you unsure about the scene graph, is pretty much your best bet for scene management. 

 

You have specific requirements that are "conflicting" with your scene graph implementation (or scene graph in general), maybe you should point them out so we can help you in more detailed way.

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The way I envisioned it for rendering was to simply expose a method in the scenegraph like Draw() which would take a render device reference which would be passed down to all nodes and subnodes and they would use it to render themselves.

On octrees, I've found some guides on google, but is there any specific that is good for reference? Edited by KaiserJohan
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Like L.Spiro wrote, the scenegraph should only be used as a transformation hierarchy. The general consensus these days also seems to be that a Draw() method does not belong in the entities themselves, rather the entities should provide all information that is needed to draw them to the render system.

This reduces the scenegraph basically to:
class Node {
    Matrix transform;
    Node parent;
}
Edited by Madhed
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Ok, just one more thing, how would you tie the Nodes transforms in the Scenegraph to the actual mesh when you render it?

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You just reference it from the mesh:

(This is all just pseudocode, not actual c++)

 

[code]class SceneNode {     Matrix transform;     SceneNode parent; };   class MeshDrawable {     SceneNode transform;     MeshData mesh; //The actual mesh data }[/code]

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Sorry, one more question - I've looked abit at how Ogre 3d does it, and they seem to attach Entities to the actual SceneNodes rather than the other way around (which from what I understand Lspiro and madhed is suggesting). What's the reasoning behind this?

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Ogre3D probably never considered any other method. It's easier to manipulate the tree that way. Of course, that isn't what you need a scene graph for in a game (an editor may be different). There's no reason for the renderer to be based on the transformation hierarchy, and a flat list will probably run faster. As for managing objects, that has nothing to do with transformations or rendering. An entity system is ideal for this.
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