Original Post
Hi,
i''m implementing a 3d octree engine but i can''t understand how to store/link the poly''s data in each node of the octree. i''m thinking to use vertex arrays that are loaded with the triangles of the nodes visible in the frustum. But if i''ve a terrain mesh built of triangle stripes, i''ve to split it up in triangles when i subdivide the world objects in bounding boxes? rendering triangles isn''t slower than rendering stripes?
The other question is what is the common method to store poly''s information in a octree? i store the data in the game object (a model,a skydome, etc) and refer to it with a link and so copy data in the vertex array and render? or it is better to store vertex arrays of static objects before building the octree and after refer to them ? i can''t understand if it''s normal to swap data to the rendering each frame or prepare all before. and dynamic objects? i can''t use vertex array for it isn''t? how i can refer to them in the octree node?
excuse for my dumb answers, but i''ve read a lot of articles about octrees but it''s diffucult to use the pratically