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 Post subject: Culling Question
PostPosted: 09.06.2011, 15:05 
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Joined: 09.09.2009, 18:58
Posts: 107
First off, some congratulations are in order. I have been so busy I didn't even notice the Beta 5 announcement. You can be sure I will be testing it very soon.

Now for my question. I have a scenegraph for a map that works off of one model node and applies many materials to one geometry resource. ColladaConv gave me this.

Code:
<Model name="irr_demo_final" geometry="irr_demo_final.geo">

   <Mesh name="" material="ldewallsandsuch.material.xml" batchStart="0" batchCount="360" vertRStart="0" vertREnd="144">
      <Mesh name="#" material="Room.material.xml" batchStart="360" batchCount="84" vertRStart="145" vertREnd="211" />
      <Mesh name="#" material="walls.material.xml" batchStart="444" batchCount="42" vertRStart="212" vertREnd="241" />
      <Mesh name="#" material="ceiing.material.xml" batchStart="486" batchCount="6" vertRStart="242" vertREnd="245" />
      <Mesh name="#" material="Floor.material.xml" batchStart="492" batchCount="6" vertRStart="246" vertREnd="249" />
      <Mesh name="#" material="Walls.material.xml" batchStart="498" batchCount="54" vertRStart="250" vertREnd="302" />
      <Mesh name="#" material="wallsfllor.material.xml" batchStart="552" batchCount="90" vertRStart="303" vertREnd="378" />
      <Mesh name="#" material="WallTextures.material.xml" batchStart="642" batchCount="36" vertRStart="379" vertREnd="414" />
      <Mesh name="#" material="Box06Mat.material.xml" batchStart="678" batchCount="6" vertRStart="415" vertREnd="420" />
      <Mesh name="#" material="Ceiling.material.xml" batchStart="684" batchCount="6" vertRStart="421" vertREnd="424" />
      <Mesh name="#" material="Floor1.material.xml" batchStart="690" batchCount="6" vertRStart="425" vertREnd="430" />
      <Mesh name="#" material="WoodenDOor.material.xml" batchStart="696" batchCount="3180" vertRStart="431" vertREnd="2928" />
      <Mesh name="#" material="Handle.material.xml" batchStart="3876" batchCount="7740" vertRStart="2929" vertREnd="10092" />
      <Mesh name="#" material="Material_WoodenD.material.xml" batchStart="11616" batchCount="636" vertRStart="10093" vertREnd="10530" />
      <Mesh name="#" material="Material_Handle.material.xml" batchStart="12252" batchCount="1530" vertRStart="10531" vertREnd="11911" />
      <Mesh name="#" material="door.material.xml" batchStart="13782" batchCount="4656" vertRStart="11912" vertREnd="15478" />
      <Mesh name="#" material="DoorJam.material.xml" batchStart="18438" batchCount="132" vertRStart="15479" vertREnd="15542" />
      <Mesh name="#" material="frame.material.xml" batchStart="18570" batchCount="504" vertRStart="15543" vertREnd="15968" />
   </Mesh>
</Model>


My question is that since culling is done on a node by node basis, are the Mesh nodes defined here culled, or does this only apply to the Model node that encapsulates the map? My reasoning is that if it does, this property could provide an extremely simple way to introduce optimizations in the model through the collada converter, such as Quadtrees, Octrees, or even antiquated BSP's, without having to break the model into multiple other models and bringing them together through the scenegraph, which to be honest is nowhere near as intuitive as placing the models in the editor naming them later.


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 Post subject: Re: Culling Question
PostPosted: 13.06.2011, 22:23 
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Joined: 10.09.2006, 15:52
Posts: 1217
Since some time the individual meshes are registered in the spatial graph and culled individually, not just the whole model. One of the reasons for this change is really to improve the support for worlds which are built as a single model in a DCC tool. While it is usually better to have some kind of world editor where you compose a scene of different models, it is understandable that not everyone can afford having/creating these tools.


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 Post subject: Re: Culling Question
PostPosted: 17.06.2011, 00:02 
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Joined: 09.09.2009, 18:58
Posts: 107
You are a god among men for this!!! This is excellent news for me, as it allows us to set the challenge of optimization in the hands of the artist. ThankyouThankyouThankyouThankyouThankyouThankyouThankyouThankyou.


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