[Algorithms] FW: [CsMain] Scene Graphs
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From: Aaron D. <ri...@ho...> - 2000-09-02 22:53:34
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I've read many discussions on this list as to the pro's and con's of various solutions to storing, rendering and processing 3D objects but the scene-graph hasn't really made much discussion since I've been subscribed. I can't seem to find much on the web in regards to their usefulness apart from a few papers on VRML and Java3D. I'm having trouble seeing how the added cost of unnecessary traversal of nodes and the memory overheads of parent/child links in a scene would be worth the added effort but I'm curious as to the thoughts of the many experienced developers on this list. Do scene-graphs pay off? If so, how? Managing vertex buffers, textures, multiple instances of objects (with shared vertex data), etc can get rather clumsy without a consistant system yet everything I've read about scene-graphs suggests that they are simply traversed and the objects in them rendered. How would I represent (say) an octree implementation within a construct like this? - Aaron |