Hello. I can't understand how Plugin_OctreeSceneManager.dll works. That plugin can only manage terrain built up during runtime ?
If i have a big mesh (created with 3dsmax), made up by trees, houses, rocks... (my static world in practice) how can i made that mesh to be rendered optmized with an octree ?
There's not an app that build up an octree from a .mesh file ? so we can pass to the renderer the large mesh and the file to optimize it.
I tried dotsceneoctree, but it not compile with the ogre HEAD version, and it's also an addon, not a standard ogre tool!
Is it possible that ogre core miss something basilar like this ? or am i missing something ?
Ogre Octree
- jacmoe
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You are, indeed.
Look for DSI and DSIViewer - DSI is DotScene Interface.
AFAIK cTh has updated the dotscene stuff - so it will probably compile against Ogre HEAD.
If you want to be on the safe side - wait for Ogre 1.0
And - Ogre is about flexibility. It does not impose a certain way of doing things - you can either use exsisting scenemanagers, etc. from the ogreaddons, or write your own.
Look for DSI and DSIViewer - DSI is DotScene Interface.
AFAIK cTh has updated the dotscene stuff - so it will probably compile against Ogre HEAD.
If you want to be on the safe side - wait for Ogre 1.0
And - Ogre is about flexibility. It does not impose a certain way of doing things - you can either use exsisting scenemanagers, etc. from the ogreaddons, or write your own.
/* 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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ludoz
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Mdobele
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A .scene file is basically just a list of individual .mesh files.
I wouldnt recommend have ONE mesh file that represents your entire world. Manually split it up into reasonable sized pieces in MAX, export it out as a .scene and then you can take advantage of OGRE's default octree when using a ST_GENERIC scene manager.
I wouldnt recommend have ONE mesh file that represents your entire world. Manually split it up into reasonable sized pieces in MAX, export it out as a .scene and then you can take advantage of OGRE's default octree when using a ST_GENERIC scene manager.
PrimedGames
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RoundSparrow
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