oct / quad tree quick Q
I have an octree sort of thing, but I can''t figure out how to keep my engine from drawing an object over again if it finds it in many nodes, a very large wall would do this for ex.
Would you just have a draw tag on EVERY object, cycle throught each object and if it has a true value in the draw var then draw it? I just can''t think of any other way to do it. Is the previously mentioned example really how you do it?
Thanx ahead!
Zach Dwiel ~ Tazzeld
thats pretty much what you need to do...
at the start of each frame, set all your tags to false. Then, as you traverse the tree, set the tag of any nodes/objects found to be visible to be true (NOTE: i don''t render as i go, only check visibility). Finally, gather up all your visible objects/nodes and render them as a big fat batch
at the start of each frame, set all your tags to false. Then, as you traverse the tree, set the tag of any nodes/objects found to be visible to be true (NOTE: i don''t render as i go, only check visibility). Finally, gather up all your visible objects/nodes and render them as a big fat batch
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