>>It makes it harder for the scenemanager to organise your content.
The number of meshes in not important. It's the number of Entities in the whole level that is a problem. If you have 5000 Entities with 2 meshes, the scenemanager have to check which to send to the GPU. To do that each scenemanager uses it's own management (ex : an Octree / a portal based graph / ...). If it is a balanced tree for example, when you add an entity very far, the scenemanager will look for the more appropriate of its graphnodes to add the content, and detach attach/some other branch to make the whole graph more performant.
Creating another scenemanager is really easy with ogre ^^.
from my code :
- Code: Select all
mFSQSceneMgr = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC,"FSQS_SceneManager");
mFSQdefaultCamera = mFSQSceneMgr->createCamera("!_FSQ_Camera_!");
But If you have 15 entities in your scene, you can wihtout a doubt put everything in the same scene. But I would'nt do that, because 'it pollutes space' : for example, if your magicien_unit has lights it can have some consequences, or if some nodes share the same names, etc...
In the end, I think the best would be to use 2 viewports : 1 for the up part of the screen, and another for the down part. Then draw your man, and then draw the 'inventory' (set a later render queue for inventory).
For stencil, I know how to use it in pure opengl, but it seems a little harder with Ogre : it's in Compositor scripts, and I have not used them yet.
Have a nice day!!