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Octree Issue

Started by de_matt 0 replies 300+ views
Original Post
de_matt
de_matt
Hya, I''ve set up an octree. When I render the main initial cube it''s find. However, when I render an inner cube, the end corner polygon isn''t being included. I worked out that this is because of the way my terrains doen. It''s a grid-based logical terrain system. The problem is that although the final poly crosses the corner of the octree, none of the poly''s points lie within the octree area and thus it''s not included. Is this something to worry about or is it OK? (Will rendering using the viewing frustum make this irelevant? Thanx matt
quasar3d
quasar3d
quote:
Original post by de_matt
Hya,

I''ve set up an octree. When I render the main initial cube it''s find. However, when I render an inner cube, the end corner polygon isn''t being included. I worked out that this is because of the way my terrains doen. It''s a grid-based logical terrain system.

The problem is that although the final poly crosses the corner of the octree, none of the poly''s points lie within the octree area and thus it''s not included.

Is this something to worry about or is it OK? (Will rendering using the viewing frustum make this irelevant?

Thanx

matt


of course this is something to worry about. If you build an octree, you should include every polygon that intersects that cube, not only the ones who''s vertices intersect the cube. Imagine a wall or so. It''s very likely that none of it''s vertices are inside your view frustrum, while the polygon fills almost your entire screen.
So use a better intersection test. You can probably find one with google.

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