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.
Advanced culling technic in ogre? Like CHC++?
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- Halfling
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- jacmoe
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Re: Advanced culling technic in ogre? Like CHC++?
Roll up your sleeves and get to it!
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- jacmoe
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Re: Advanced culling technic in ogre? Like CHC++?
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.
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.
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
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Re: Advanced culling technic in ogre? Like CHC++?
Praetor has been working on a CPU-side scene manager for occlusion culling -- I'm sure he'll announce it when it's ready.
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Re: Advanced culling technic in ogre? Like CHC++?
Thank you for your answer, guys.
I just wondering if is any one was working on that, now got the answer
I just wondering if is any one was working on that, now got the answer
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Re: Advanced culling technic in ogre? Like CHC++?
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.
Game Development, Engine Development, Porting
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