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Octree Culling Implementation
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Topic: Octree Culling Implementation (Read 2796 times)
andresjesse
byte
Posts: 13
Octree Culling Implementation
«
on:
June 28, 2013, 09:50:08 pm »
Hey,
There is some resource in jpct to do culling using octree?
I've built this one for my tool (IrrRPGBuilder):
http://irrrpgbuilder.sourceforge.net/forum/viewtopic.php?f=3&t=236
I'm thinking in re-code a new version to use in jpct and improve the rendering performance on android/desktop.
This will be an university project, so what do you think about it? it is a good contribution to JPCT?
Here's some references (targets), i plan to build something like that:
http://www.youtube.com/watch?v=S5l3unhW4e0
and my old irrlicht octree (wich had a good performance improvement).
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EgonOlsen
Administrator
quad
Posts: 12297
Re: Octree Culling Implementation
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Reply #1 on:
June 29, 2013, 12:19:50 pm »
There's an OcTree class for this if that's what you mean. You can use octree for rendering, collision detection or both.
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andresjesse
byte
Posts: 13
Re: Octree Culling Implementation
«
Reply #2 on:
July 02, 2013, 03:58:50 pm »
Ok, no problem. Thanks.
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Octree Culling Implementation