a) DotsceneOctree with it's processed/cut up static meshes and
b) cutting up large meshes into seperate entities in a modeller and loading it as a normal .scene file with the standard dotscene loader and ogre's default octree handling?
Is the cutting up part of DSO the only significant feature?
- also if DSO cuts up a large mesh into say 4 meshes, do these get added to ogre's staticGeometry? (I couldn't see any reference in the code)
- If not are those 4 meshes basically just 4 normal ogre entities that happen to be small enough so culling from the frustrum is better than the uncut version?
- would DSO benefit from adding it's cut up chunks to an ogre staticGeometry? With 'setRegionDimensions' you would loose the finer octree partitioning, but may gain from batching speed.
Thanks
