Scene Manager for dynamically created terrain (NOT height ma

Problems building or running the engine, queries about how to use features etc.
jmcarter
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Scene Manager for dynamically created terrain (NOT height ma

Post by jmcarter »

Hello all,

This is my first post to the OGRE Forums so please have some patience with me.

I am in the process of converting an OpenGL application to OGRE, and need a little help with regards to choosing (or writing) a scene manager.

My application creates a terrain made up from a lot of different objects (e.g. each building, road, field). These cannot be packed/baked together into larger vertex arrays, because I need to be able to pick them and also possible alter their height (e.g. in the case of a building). I won't want to alter them very often, if it all, so I thought a HBU_STATIC_WRITE_ONLY hardware buffer with a shadow would be most appropriate

My main question is whether an existing scene manager would be useful in this situation. I'm not quite sure how I would go about creating the objects and then insert them into something like the dotscenemanager (which looks like it might do the job, except I don't want to read from a .scene file).

It seems most of the scene managers just make use of heightmaps which is not what I need.

Any thoughts would be most appreciated - well as long as the answer is a simple solution ;-)
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sinbad
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Post by sinbad »

You could just use the standard OctreeSceneManager, and implement your objects as SimpleRenderable (or custom MovableObject / Renderable subclasses) which batch things up the way you need. You can then attach these subclasses to the exsiting scene manager in the usual way.