S
Stephan Rose
I'm having some dififculties coming up with a good method of managing
my scene. The small objects 'n stuff really aren't a problem. The
problem is the big object. The terrain (most of these are outdoor
scenes).
The terrain mesh can easily reach 2 million or more faces. So
obviously I'm going to need some kind of space partitioning to handle
it. Went with an octree and it works beautifully, as long as I'm
having only one texture on the terrain. Obviously this would be kinda
boring! So I'd somehow need a method of subdividing this mesh and
having multiple texture maps for it. I've though of dividing the mesh
into multiple meshes based on texture, then subdividing those. But I'd
end up with a few dozen octrees that would have to be traversed every
frame that I'm afraid I'd just kill my performance that way by
spending too much time traversing the trees. And not only that but by
doing that, I'd also end up with multiple torn apart meshes stretched
over the entire scene bounding-box wise, which would kill the
efficencty of the octree algorithm.
So what's a good solution here? Would BSP trees maybe be a better
solution? Or something else I haven't thought of yet, don't know of
yet?
Thanks,
Stephan Rose
(e-mail address removed)
my scene. The small objects 'n stuff really aren't a problem. The
problem is the big object. The terrain (most of these are outdoor
scenes).
The terrain mesh can easily reach 2 million or more faces. So
obviously I'm going to need some kind of space partitioning to handle
it. Went with an octree and it works beautifully, as long as I'm
having only one texture on the terrain. Obviously this would be kinda
boring! So I'd somehow need a method of subdividing this mesh and
having multiple texture maps for it. I've though of dividing the mesh
into multiple meshes based on texture, then subdividing those. But I'd
end up with a few dozen octrees that would have to be traversed every
frame that I'm afraid I'd just kill my performance that way by
spending too much time traversing the trees. And not only that but by
doing that, I'd also end up with multiple torn apart meshes stretched
over the entire scene bounding-box wise, which would kill the
efficencty of the octree algorithm.
So what's a good solution here? Would BSP trees maybe be a better
solution? Or something else I haven't thought of yet, don't know of
yet?
Thanks,
Stephan Rose
(e-mail address removed)