lgc_ustc
04-22-2004, 12:38 PM
Hi, everybody,
Well, this problem might be irrelative to OpenGL. If you guys thing it's really off-topic, feel free to delete it.I have been brooding on this issue for quite some time, but do not have any good idea yet.
It is: how to organize the objects effectively in an indoor/outdoor scene(for example, in a scene that appeared in the HL2's demo in E3). I often heard that indoor systems use BSPs(like Quake series), while for the outdoor systems OctTrees are more effective. But how things go in a mixture of indoor and outdoor? I think we might achieve that in the following way: let each building has a bounding box and a BSP tree, and divide the whole scene using OctTree, so that we can quickly determine which building should be drawn; after this step, we draw the building(s) using its BSP tree to speed up (also for collision detection). So this is a BSP/OctTree mixture solution. Is this feasible? Or anybody has better ideas? Any comments on this are very welcome!
Thanks in advance!
Well, this problem might be irrelative to OpenGL. If you guys thing it's really off-topic, feel free to delete it.I have been brooding on this issue for quite some time, but do not have any good idea yet.
It is: how to organize the objects effectively in an indoor/outdoor scene(for example, in a scene that appeared in the HL2's demo in E3). I often heard that indoor systems use BSPs(like Quake series), while for the outdoor systems OctTrees are more effective. But how things go in a mixture of indoor and outdoor? I think we might achieve that in the following way: let each building has a bounding box and a BSP tree, and divide the whole scene using OctTree, so that we can quickly determine which building should be drawn; after this step, we draw the building(s) using its BSP tree to speed up (also for collision detection). So this is a BSP/OctTree mixture solution. Is this feasible? Or anybody has better ideas? Any comments on this are very welcome!
Thanks in advance!