Understanding OctTree

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luckymutt
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Understanding OctTree

Post by luckymutt »

Just trying to understand a little better how the OctTree works.
The way it has been described is:
The OctTree optimizes the scene a little bit, trying to draw only geometry which is currently visible.
Presumably, this means that it doesn't need to bother with anything that is up/down/left/right of the screen.
What about geometry that is behind other objects?
For example, standing outside of a building that has a bunch of geometry inside that can't be seen, of the same mesh as well as other meshes, will the OctTree clip those until they fall into a line of sight?
disanti
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Post by disanti »

Octree (not octtree) pretty much splits a mesh into 8 pieces, and if those pieces don't have less or equal amount of faces as the minimum, then it splits those pieces into another 8, etc.

Then it culls the pieces with the basic frustrum culling.
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Last edited by disanti on Thu Feb 24, 2011 10:45 am, edited 1 time in total.
krama757
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Post by krama757 »

Also, there is octress reduction right? It reduces the number of triangles needed by drawing large triangles when you are far away and smaller ones when you are close.
luckymutt
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Post by luckymutt »

disanti wrote:Octree (not octtree).
:?:
I was getting my spelling from the API.
Is "Octree" the industry spelling?

When you say:
if those pieces don't have less or equal amount of faces as the minimum
What is the "minimum" here?
I'm kinda not getting it. (not that that matters, I guess...I 'd just like to better understand it...right now its just magic)
jam
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Post by jam »

disanti
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Post by disanti »

The minimum I'm talking about is the variable you input into Irrlicht when you create an octree scene node... the default is 128 polygons in Irrlicht.
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