Ok i’ve been looking around at what an octree is and how it works. I think i’ve got most of it down, but i have no idea how you can figure out how many polygons are in each node! I mean say you draw two squares with
glVertex3f(0.0f,0.0f,0.0f);
glVertex3f(0.0f,1.0f,0.0f);
glVertex3f(1.0f,1.0f,0.0f);
glVertex3f(1.0f,0.0f,0.0f);
// Draw square translated 3 units back
glVertex3f(0.0f,0.0f,-3.0f);
glVertex3f(0.0f,1.0f,-3.0f);
glVertex3f(1.0f,1.0f,-3.0f);
glVertex3f(1.0f,0.0f,-3.0f);
How would you know how many quads were in a node…because once you draw that square you dont’ have the coordinates in any variables. Do you have to do any raycasting to test how deep it is? Sorry i’m a total newbie at this stuff. I’ve only learnt opengl up to texturing and i’m just checking out what you can do as you progress.
Thanks all for the responses!
-Halcyon
[This message has been edited by Halcyon (edited 11-26-2002).]
[This message has been edited by Halcyon (edited 11-26-2002).]