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A question about a variable

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Chrono:

The octtree is the brick rendering system I'm pretty sure.

Slicksilver:

I mean, if you're asking how the octree works I can try to explain at least what I'm lead to believe it is.

In an oct tree, there are nodes or "branches" from the trunk of the tree, which is the game. Each of these branches have 8 twigs that branch out from them, without exception.

Imagine it like the following:

T| X  Y  Z  D
R|_|__|__|__|_
U| BRICK ONE  |
N| |  |  |  |
K| R  R  R  R


That's my beautiful diagram.

The branches X, Y, and Z would be the position of the brick.
R, R, R, and R are the rotational values of the brick.
D is probably the datablock ID of the brick. I'm not 100% sure that's what this slot is used for, but it would make sense.

Anyway, I'm about 90% sure that's how each branch is formatted on the oct tree. The oct tree itself is just a bunch of these nodes (branches, or bricks in application).

I could be completely wrong though. That's just my best guess.

otto-san:


--- Quote from: Slicksilver on February 22, 2012, 08:09:21 PM ----snip-

--- End quote ---
as Chrono said, I'm pretty sure the oct tree is used for rendering bricks. I assume it hides edges of bricks touching other edges of bricks to make rendering bricks easier.

Slicksilver:


--- Quote from: otto-san on February 22, 2012, 08:17:13 PM ---as Chrono said, I'm pretty sure the oct tree is used for rendering bricks. I assume it hides edges of bricks touching other edges of bricks to make rendering bricks easier.

--- End quote ---

--- Quote from: Badspot on December 05, 2011, 03:03:24 PM ---We have had hardware occlusion queries in the game and failed to get a performance win out of it.  We may revisit it in the future.  This is kompressor's territory, though.

--- End quote ---
Bricks don't do that.

Chrono:

They do do that, but I'm not sure whether or not it's because of the octtree.

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