Hello Dusten,
This has been an incredibly helpful response. Thanks a ton :)
Glad I could help. :-)
J-S
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Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
http://whit
This has been an incredibly helpful response. Thanks a ton :)
On Mon, Dec 1, 2008 at 8:12 AM, Jean-Sébastien Guay <
[EMAIL PROTECTED]> wrote:
> Hello Dusten,
>
> I understand how this can be accomplished if a user is given a lot of
>> control over the scene graph during map/level creation, but
Hello Dusten,
I understand how this can be accomplished if a user is given a lot of
control over the scene graph during map/level creation, but what I'm
aiming for is the ability to load in a .3ds model (or otherwise) for
level geometry and let the user place various prefabs such as crates,
t
Hello,
I understand how this can be accomplished if a user is given a lot of
control over the scene graph during map/level creation, but what I'm aiming
for is the ability to load in a .3ds model (or otherwise) for level geometry
and let the user place various prefabs such as crates, trees, cars,
Hello Dusten,
From what I
understand about OSG's implementation of occlusion culling however, this
can't be accomplished with a single, large model used for the static
world geometry--as the camera is always within the bounding box.
OSG's culling is hierarchical, so if you organize your scen
Hello,
How might I enable parent/child culling, such that the world geometry of a
primary (parent) object determines which small objects (children) are culled
out of the scene? For example, there may be hundereds or thousands of
small objects in my scene, that wouldn't occlude much of anything.
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