Multiple Octree Scene Node

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ceisnaugle

Multiple Octree Scene Node

Post by ceisnaugle »

Another question for you. Im trying to understand the limits currently o developing scene heirarchy's etc.

Since at the moment you can't add new meshes to an existing octree and have then sorted in (not wanting to do this dynamically at runtime btw, but at load time), I have the following question..

Can I have multiple Octree scene nodes, for example

1 for my Terrain mesh
1 for my Trees, bushes, Rocks, etc meshes
1 for my structures, buildings

Then render them all. Or have one main Scene node, and then 3 child octree nodes. Just trying to get a picture of how I can structure my zones/levels using the current setup most effectively. Figure im working on zones/levels similiar to what you would find in large scale MMO Games (ie Everquest, DAoC, etc)

Thanks,

Chris Eisnaugle
niko
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Post by niko »

Your version, using 3 octrees would work. But for large words with a lot of static meshes like trees, plants and whatever, another solution would be better. Like a scene node which sorts its children (trees) and culls them more effectively. Such a node does not exist in Irrlicht, but I have plans for something like this and I'll add one soon.
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