Original Post
So, I've gotten to the point in my engine where I want to implement mesh culling.
But I don't really understand octree culling that seems to be so popular:
1) If we take into account that every mesh can be moving, we would have to do [number of meshes in the scene (tested against octree leaves)]+[number of octree aabbs (tested against view frustrum)] aabb tests each frame.
But without an octree, I would just have to do [number of meshes in the scene (tested against view frustrum)] aabb tests per frame. So why would I use an octree?
2) I have read some articles that do octree culling for polygons, and not entire meshes. Why would I want to do that? It just seems like more draw calls to me. And then there's instancing as well, I don't see how it can work with that?
Thanks
But I don't really understand octree culling that seems to be so popular:
1) If we take into account that every mesh can be moving, we would have to do [number of meshes in the scene (tested against octree leaves)]+[number of octree aabbs (tested against view frustrum)] aabb tests each frame.
But without an octree, I would just have to do [number of meshes in the scene (tested against view frustrum)] aabb tests per frame. So why would I use an octree?
2) I have read some articles that do octree culling for polygons, and not entire meshes. Why would I want to do that? It just seems like more draw calls to me. And then there's instancing as well, I don't see how it can work with that?
Thanks