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  spatial partitioning [octrees]  (Read 1308 times)
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Offline aNt

Senior Member




AFK


« Posted 2003-12-19 08:09:04 »

how duss that work then?

can i also add more objects (interactivly) to xith octree system without having to rebuild the whole octree?

anyone got a demo? would like to get this working - things are getting slow with my nutty little test of loads of objects.
Offline shochu

Junior Member




Java games rock!


« Reply #1 - Posted 2003-12-19 17:51:50 »

If you are attempting to change the scenegraph but constantly attaching and detaching branchgroups things are going to get really slow.  

A better way to do it (not sure if it's the best way but definately better than the above method) is to load everything that you want at the beginning and then set the branchgroups you don't want rendered using the setLive() method.

For instance, I split my terrain up into blocks and for blocks that I don't need rendered I call setLive(false);.  Then when the blocks needs to be rendered I call setLive(true);  

I'm not positive this is the best way to do it, but it is definately faster than attaching detaching the entire branchgroups which is what i tried previously.

Let me know if that speeds anything up.
Offline aNt

Senior Member




AFK


« Reply #2 - Posted 2003-12-21 15:32:01 »

well i'm making a 'drop the block' toy. i will not no what block the user has droped so to prelocate the block. i thought this is what octrees are for?
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