Does JME include any kind of octree support for rendering a large number of objects? My sample application renders hundreds of boxes on a terrain (exciting eh?! :D) but the frame rate drops quite substantially even when most of the objects are not visible.
Thanks
Short answer is not yet.
Any ideas which release it is scheduled to be in?
does the package found in the forums named simplephysx_octree_jme2 support octree rendering or is it purely for collision?
Bonechilla said:
does the package found in the forums named simplephysx_octree_jme2 support octree rendering or is it purely for collision?
Collisions. The rendering is handled in the usual jME way.
ashtonv said:
Bonechilla said:
does the package found in the forums named simplephysx_octree_jme2 support octree rendering or is it purely for collision?
Collisions. The rendering is handled in the usual jME way.
hmm is thier any current move to make octree rendering in jme?
AFAIK Octree rendering is useless now as its a low-level space partitioning technique for indoors mostly (quadtrees are used for outdoors) so I don't see its use other than for collision detection.
Momoko_Fan said:
AFAIK Octree rendering is useless now as its a low-level space partitioning technique for indoors mostly (quadtrees are used for outdoors) so I don't see its use other than for collision detection.
I was thinking of using it for an idea i had but it required loading a rather large level (which can be retextured & reconfigured with objects) at a time as well as a smaller (stable) level
Octrees would be useful for the portalizer, I give his implementation a look.
How would you use octrees for the portalizer? If you use the octree leafs as rooms, then wouldn't you lose the benefit of using a portal system?
Momoko_Fan said:
How would you use octrees for the portalizer? If you use the octree leafs as rooms, then wouldn't you lose the benefit of using a portal system?
I would use the octal tree only to sort the triangles when building the cells, look at my source code, it is under-optimized.
wouldnt sorting vertices by bounding box be good for that sort of thing?
I mean you could sort the triangles by the bounding box of the nodes… Oh wait, thats what jme does… nm.
lanmower said:
wouldnt sorting vertices by bounding box be good for that sort of thing?
What do you mean exactly? Sorting the polygons allows to find faster the different triangles that form a cell.