Possible glitch with octrees?

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3TATUK
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Joined: Sun Nov 24, 2013 7:27 pm

Possible glitch with octrees?

Post by 3TATUK »

I have a ~50K triangle quake bsp map i'm loading and it runs at 70 FPS regardless of whether i'm out in space or have the entire map in my view, also regardless of whether I use the regular sceneNode or the octree version....

As a side note, irrlicht doesn't handle xonotic map files out of the box... the shader/texture name rules are slightly different than cononical quake3 style so irrlicht is a little broken ...

I've fixed it to the point all diffuse show up (nothing was showing up at all before) -- but lightmaps aren't applied.

My main concern is the low framerate though..

Also, the "culled" variable always shows 0 unless i fly outside the maps bounds and look out, then it shows 1.
CuteAlien
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Re: Possible glitch with octrees?

Post by CuteAlien »

I've seen your bug-reports there, but I've never been too deep into the implementation of octrees. What I can tell you is that in my experiments I got often better results when I started playing around with the defines in Octree.h.
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3TATUK
Posts: 6
Joined: Sun Nov 24, 2013 7:27 pm

Re: Possible glitch with octrees?

Post by 3TATUK »

I've tried OCTREE_USE_HARDWARE ... I'm convinced that anything less than PVS/portals/occlusion is just too slow. Frustum culling, even in theory, is too slow. Like I said, if you're in a huge map - just looking at a wall - to the other side... It *should* be fast, because you're only looking at like a few polys, but obviously your frustum is FULL of a huge amount of triangles so with frustum culling it will be painfully slow.

I really wish irrlicht/ogre had this. It should probably be submitted as a feature request :x

I bet if there were some effort, it wouldn't be *too* hard as it could mainly be ripped from quake.
CuteAlien
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Re: Possible glitch with octrees?

Post by CuteAlien »

Quake has unfortunately an incompatible license, so we can't use their code.
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hybrid
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Re: Possible glitch with octrees?

Post by hybrid »

I think Ogre has PVS, and even the (now almost dead?) Irrlicht spawn Lightfeather had some stuff for this. No-one ever approached it for Irrlicht, though. But you might find some suiting code in Lightfeather which could be rather simple to port back to Irrlicht.

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