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Advanced culling technic in ogre? Like CHC++?

Posted: Mon Feb 08, 2010 2:26 am
by lmas19820607
I think Ogre really need to implement a occlution culling technic.
Without the oc, the scene like crowd city can't be rendered efficiently.
In real commercial project, it's really important.
I am not sure, but maybe that was why there isn't any big commercial project using Ogre, except fixed camera scene like TorchLight.

Re: Advanced culling technic in ogre? Like CHC++?

Posted: Mon Feb 08, 2010 2:28 am
by jacmoe
Roll up your sleeves and get to it! :)

Re: Advanced culling technic in ogre? Like CHC++?

Posted: Mon Feb 08, 2010 2:30 am
by jacmoe
Kidding aside:
Yes, people have tried to implement CHC++ in Ogre, but it didn't take off.
Tuan Kuranes and Praetor would be the two obvious ones to ask.

Re: Advanced culling technic in ogre? Like CHC++?

Posted: Mon Feb 08, 2010 3:26 am
by xavier
Praetor has been working on a CPU-side scene manager for occlusion culling -- I'm sure he'll announce it when it's ready. ;)

Re: Advanced culling technic in ogre? Like CHC++?

Posted: Tue Feb 09, 2010 8:06 am
by lmas19820607
Thank you for your answer, guys.
I just wondering if is any one was working on that, now got the answer

Re: Advanced culling technic in ogre? Like CHC++?

Posted: Mon Mar 08, 2010 8:26 pm
by Praetor
Working on it. Culling is a an area that explodes when you start peeling back the layers. There's so many possibilities and choices. Different ways of combining different techniques. I'm in the thick of it right now.