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Scene partitionning with Horde3D http://horde3d.org/forums/viewtopic.php?f=2&t=294 |
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Author: | Dominic [ 19.04.2008, 18:38 ] |
Post subject: | Scene partitionning with Horde3D |
Hi, I'm new to this forum. Horde 3D has caught my attention, it looks really nice. ![]() Thank you very much for your answers. |
Author: | AcidFaucet [ 19.04.2008, 23:06 ] |
Post subject: | Re: Scene partitionning with Horde3D |
If you needed super-optimal rendering of some species of structure then you could write up an extension for it. Most other graphics engines and projects are using the cookie-cutter pieces approach, often with a modernized form of BSP for the "frame." Cookie cutter works well because its batch friendly and elements like columns, pipes, and grates tend to repeat in an environmet. The recent enhancements to the 1.0 beta such as occlusion culling should really help out rendering performance. |
Author: | DarkAngel [ 03.05.2008, 12:40 ] |
Post subject: | Re: Scene partitionning with Horde3D |
If you want to do BSP etc, you'll have to do it inside your application by toggling the visibility of horde nodes manually, or, by extending the horde code internally (by writing an extension) so that this can be done automatically (probably by creating a new horde3d BSP resource type). |
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