Hiya,
I recently found out about Irrlicht and now I am wondering if the Scene Manager is optimized, meaning, does it use occlusion culling on scene nodes(also custom ones)? Because my game will feature levels that consist of both indoor(Octree) and outdoor. So if I place an Octree node somewhere on my terrain, will it get culled if it is not visible?
Optimizing?
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guest1
there should be no problem. While you're waiting for the feature, you can just set the visiblity flag on your Octree node to true or false depending on if you can "see" the outdoors or not. For example, I believe you would have something to the effect of a door inbetween those, well when that entity closes, you can also call a function that determines what portion of the world you are in, and set the visibility (or unload) the scene node if you are not inside of it.
If there is no door, then you don't need to worry about it, cause you will "always" see the node (unless you're not looking at it) and the hardware will do backface culling.
If there is no door, then you don't need to worry about it, cause you will "always" see the node (unless you're not looking at it) and the hardware will do backface culling.