Original Post
Hi guys,
just looking over some scene graph stuff for the first time. I certainly understand the underlying principle, but it seems like 1 obvious optimisation is missing.
As far as i read, internal nodes store transformation and parameter sort of stuff (textures to bind, translations and rotations to perform etc.) and the leaf nodes contain the vertex data.
Now say if you had a model of a human which was made up of a head, torso and legs. Wouldn''t it be sensible to store an internal node that contained essentially a bounding box of vertex data of all of those sub-parts which represented the whole model, then check that against the frustrum and then if that fails you can cull all of the 3 parts, if it succeeds you go on to test each one individually?
maybe this is already the concept and i''ve just misunderstood. if not, why isn''t it the way to do it? seems like an obvious and helpful optimisation that stood out to me as i was reading it.