multiple visibility types in scenes (PLSM2 with portals)

MMatlock

22-01-2006 21:50:59

I am currently planning on using PLSM2 in a current RPG project I'm working on. However I have decided to also go with portal rendering functionality like that of doom 3 for indoor environments in my game, now my question is this. Is there such functionality already present in some form in ogre and, if so, can it be used with PLSM2, and if not (as i have heard multiple scene managers cannot be used to represent two parts of the same scene) will I just have to implement said functionality into the PLSM? (doesn't seem like a monumental task, as I understand it doom 3's visibility test consists of, can i see this portal? yes? then render room on other side.) (by the way this was moved from the regular ogre forums)

tuan kuranes

23-01-2006 09:09:43

Is there such functionality already present in some form.
Pslm2 octree scene manager can do Coherent Occlusion Culling. Meaning that inside a building, around landscape will not be rendered, unless visible through a window. Same for all objects inside a building.
Read the paper on which its based.

doesn't seem like a monumental task, as I understand it doom 3's visibility test consists of, can i see this portal
Did you search for portals on Ogre Main Forums. Many unfinished tries lies over there, but interesting readings.

jacmoe

25-01-2006 00:50:52

Interesting!

That probably means that the Paging Scenemanager can be used for not only terrain, but indoor rendering? :)

I noticed that the Wiki page got renamed to Paging Scenemanager instead of Paging Landscape Scenemanager.

Is that a reflection of a more generalised PSM? :)


Sorry for hi-jacking.

Falagard

25-01-2006 01:51:29


but indoor rendering?


I'm counting on it :-)

Ack, Hijack!

Look here for my reply:

http://www.ogre3d.org/phpBB2addons/view ... c&start=45

tuan kuranes

25-01-2006 13:04:38

Is that a reflection of a more generalised PSM?
in short, yes. Long answer in Falagard mapeditor progress thread.