DotSceneOctree vs StaticGeometry
Posted: Sat May 27, 2006 9:27 pm
howdy, I'm a bit cunfused.. what would be the difference between
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
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