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.
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/* 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.
- xavier
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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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- Halfling
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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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- Praetor
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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.
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