« Return to Thread: visibility determination and culling
Hi all,
There are different levels (and methods) of visibility determination
and culling in Nebula2 and Mangalore framework. In Mangalore, Entity-
based objects are culled based on the view frustum (I think). I'm not
sure what kind of object-level culling is done in Nebula2 but I was
not able to find any. For example, an environment object might
consist of a lot of nShapeNode objects. In Mangalore, the nShapeNode
parts are not considered for culling because the environment objects
are not Entity and are rendered without culling. I was hoping that at
Nebula2 level, nShapeNodes are culled against the view frustum at
least, but I could not find such a feature and when I ran a model and
tried to see the number of rendered polygons, it did not change no
matter what the view was (that is no culling.)
So, now the question is, it seems a reasonable feature to have
visibility determination or simple culling mechanism for such high-
level graphics entities such as nShapeNode. Is there any such feature
in Nebula2 that I have missed? If not, what's the best way to go?
There is QuadTree utility but no use of it did I find in Nebula2.
Also, there are nOctree and nSpatialDB but they are not integrated
into Mangalore. So any experience, suggestion and advice is appreciated.
Cheers
--Hossein
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« Return to Thread: visibility determination and culling
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