Re: [Plib-users] DAG issues
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sjbaker
From: Steve B. <sjb...@ai...> - 2000-03-02 03:58:01
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Rahul Choudhury wrote: > > Steve: > > Thanks for the clarification. I noticed that any node > thats derived from ssgEntity can have multiple > parents. Doesn't it mean that a scene graph > represented by SSG is not necessarily a Directed > Acyclic Graph ? Yep. That's a design feature. For example, in my Tux game, there are lots of red, green, silver and gold herring that spin around. Each level has dozens of herring - and I wouldn't want to have to compute a matrix for each of them. However, since a single spinning herring model can have multiple parents, I can have as many spinning herring as I want - although they are all simple instances of the same basic herring. > What are the implications of this ? Well, it makes reading and writing files "interesting". I don't imagine there will generally be many cases where positions of things like those herring would be held in a single model file. My games load basic objects from standard file formats - but how they are arranged to form a total scene is something that I would use a custom 'level' file format that could associate behaviours and special effects with those models. That setup makes it perfectly natural to have multiple copies of an object. > I thought we only need geometry nodes (ssgLeafs) to > have multiple parents for instancing purpose. Please > let me know your thoughts. (any one who is interested) No - I think it's useful (and natural) to have 'instancing' at any level in the tree - it's not hard to do and it has significant benefits. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |