Horde3D

Next-Generation Graphics Engine
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 Post subject: What does GroupNode Do?
PostPosted: 20.01.2008, 07:23 
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Joined: 20.01.2008, 07:16
Posts: 15
I'm currently working on a project using Horde3D and was wondering what exactly the GroupNode did, and how it could be used in a game engine environment.

If someone could enlighten me that would be great.

Thanks.


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PostPosted: 20.01.2008, 22:52 
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Joined: 10.09.2006, 15:52
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GroupNode is actually just a generic container for other nodes. The rootnode for example is a GroupNode. The only special thing is that it can have a min and max visibility distance which makes it possible to realize level of detail.


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PostPosted: 21.01.2008, 02:03 
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Joined: 08.11.2006, 03:10
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Also, say that in your game a room is only sometimes visible - you can put all of a rooms geometry into a group node, and when you know that the room isn't visible, you can hide the group node, which tells horde to ignore all of that geometry.


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PostPosted: 21.01.2008, 05:08 
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alright, thanks for clearing that up :)


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PostPosted: 10.07.2008, 12:22 
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Joined: 03.07.2008, 01:23
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How is this hiding achieved? I skimmed through API docs but couldn't find a way.


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PostPosted: 10.07.2008, 12:34 
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Joined: 13.11.2007, 11:07
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Do you search for setNodeActivation?


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PostPosted: 10.07.2008, 12:44 
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Oh... "activation" didn't come to mind. I just searched for 'visibility' and 'hiding' etc. Maybe the docs could have a list of keywords or just explicitly mention this kind of words? Well, at least now when the forum is searched, people will bump into this thread... previously there wasn't one. :idea:


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PostPosted: 10.07.2008, 13:31 
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Joined: 22.11.2007, 17:05
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cantele wrote:
Oh... "activation" didn't come to mind.
Agreement - when I hear 'node activation', I think of a physics engine. Visibility or Hiding would be better terms ;)

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PostPosted: 10.07.2008, 13:40 
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Well as far as I know the node and it's children are completly excluded from the update method, that may be the reason why it is called Activation and not Visibility.


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PostPosted: 10.07.2008, 15:25 
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Volker wrote:
Well as far as I know the node and it's children are completly excluded from the update method.
You are correct, but since the update method only affects visibility related attributes...

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PostPosted: 15.07.2008, 17:36 
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Joined: 03.07.2008, 01:23
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This is working fine. But how would I be able to obtain knowledge whether a node is "active" or not from the engine? I think this information is crucial and I don't like caching this kind of things. Should I provide a patch?


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