Re: [Algorithms] FW: [CsMain] Scene Graphs
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From: Stephen J B. <sj...@li...> - 2000-09-05 12:58:31
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On Sun, 3 Sep 2000, Jonathan Wight wrote: > on 9/2/00 6:55 PM, Aaron Drew at ri...@ho... wrote: > > > 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? > > The scene graph could just be thought of as a convenient logical structure > used to organise your data. It's actually more than just that (for example > it lends itself well to a portal based scheme or a hierarchical bone based > animation system). Keep the octree separate from your scene graph but have > it share the leaf nodes of your scene graph. Or... Get a hold of a user-extensible scene graph and add Octree functionality into it. Since scene graphs are really well suited to object oriented approaches, many are written in C++ which enables you to use class inheritance to customise specific node types to your needs. Adding an octree node type should be fairly easy in any decent SceneGraph API. I wrote and support an OpenSource scene graph API that you might find interesting - there are LOTS of others out there... http://plib.sourceforge.net/ssg Steve Baker (817)619-2657 (Vox/Vox-Mail) L3Com/Link Simulation & Training (817)619-2466 (Fax) Work: sj...@li... http://www.link.com Home: sjb...@ai... http://web2.airmail.net/sjbaker1 |