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Best way to render complex model

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BlackJoker    1328



I have an interesting question on my opinion and I don`t know an answer yet.


I want to hold in memory and render a models which consist from big amount of different meshes (for ex. a big space ship) It has a lot of decks and dirrerent stuff inside and outside. Of course I want to have possibility to remove and add any item to/from this ship in any time. 

Each mesh has it`s own matrix. So, when I start moving a ship I had to multiply all matrices to move all objects correctly. But If I have a lot of matrices I could not do everything in time because multiplying all matrices could take a lot of time and in that case I will have lags.


If I merge all meshes in 3ds max I loose possibility to move separate objects.


So, my question is: what is the effective render algorithm if I want to have models consists from huge amount of other objects?


I don`t want to have a monolithic ship or any other object. I want to have possibility to remove any part away in any time.


Who has the same problem, please, say which way you choose to render meshes!


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Tordin    625

You can try out a BSP tree culling, and then start having Occlussion culling if that is needed. and i dont know how many objects you are having in your sceen, but you can easily optimize the

matrix multiplication with SIMD & Parrarlism. this will probably have a good effect for you.


But as the previous answer said, is that, there is no "common" way for this, try out some stuff and find the best solution for yourself.

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Norman Barrows    7179

you really have 2 types of scenes, exterior, and interior. 


for exterior, you should have just the meshes that can been seen from outside.


for interior, its basically a first person shooter level kinda thing.  there you'd only have the meshes visible from a particular area or room.


so you'd have one set of meshes for exterior, and another for each interior scene. never would you try to draw it all. 


make a copy of your master model and split it up based on which scene it belongs in. then you'd have 2 basic types of drawing routines, one for exterior, and one for interior scenes. almost 2 graphic engines, one a space flight sim, and the other a first person shooter.

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