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Lil_Lloyd

Is this a bad idea? A quadtree that uses a pointer to a render function

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Hi. At the moment I'm planning and writing some quad tree and quad tree nodes for rendering a terrain scene. I want to reuse these classes for many types of scenes, so I can have different terrain features rendered in each scene e.g

 

RenderGrass();

RenderGround();

RenderTrees();

 

in one and possibly 

 

RenderSnow();

RenderLake();

RenderTrees();

 

in another. As such I thought an abstract type of quadtree and quadtree node would be good (the example I'm basing my code on has the same render func passed through the chain). However when building the quadtree I need to call new QuadTreeNode(), the problem being that QuadTreeNode is an ADT, and as such cannot be instantiated. So....I thought of using pointers to a custom render function built for each scene.

Is this a crazy idea? Are there other alternatives?

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Surely the quad trees should contain references to abstract scene data (such as pointers/handles to models, which can provide their own spatial information to allow the quad-tree to be self-sufficient) rather than references to the engine itself?

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If you have tiles, you can probably batch together all of them, possibly with multiple layers.

For each layer, put all graphics in the same texture, then for each tile add to your vertex buffer a quad or two triangles with the appropriate texture coordinates for the part of the texture atlas that contains the tile's image. You can store in your map data structure the texture coordinates or a tile type code that you can use to look up the texture coordinates; try both and find which strategy (less work or less memory) performs better.

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You should be thinking about abstracting your system into the functional parts. The quadtree part is just there to determine what you want to draw, it shouldn't be drawing anything. Walk the quad tree, build a list of renderables. Push that flat list into the rendering system where it can be sorted by material, draw layer and whatever other attributes make sense in your world.

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To obtain a well isolated quadtree system, you could just let the quadtree deal with indices to you object instances. Then a frustum culling procedure would return a vector of indices to visible instances. You could then apply another routine that would sort this array in some way if required. When building the tree, bounding box data would be the only thing that the tree needs to know about the objects, in addition to the indices. I'm not sure that this is the most object oriented approach, but the indices do provide a nice decoupling interface.

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Very interesting and helpful feedback from all. Thank you very much! I think I'm getting my head around this malarky bit by bit ;)

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