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发表于 2006-6-16 22:35:00
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Re:请问OGRE默认是用的什么场景管理方法?
/** Manages the organisation and rendering of a 'scene' i.e. a collection
of objects and potentially world geometry.
@remarks
This class defines the interface and the basic behaviour of a
'Scene Manager'. A SceneManager organises the culling and rendering of
the scene, in conjunction with the RenderQueue. This class is designed
to be extended through subclassing in order to provide more specialised
scene organisation structures for particular needs. The default
SceneManager culls based on a hierarchy of node bounding boxes, other
implementations can use an octree (@see OctreeSceneManager), a BSP
tree (@see BspSceneManager), and many other options. New SceneManager
implementations can be added at runtime by plugins, see
SceneManagerEnumerator for the interfaces for adding new SceneManager
types.
@par
There is a distinction between 'objects' (which subclass MovableObject,
and are movable, discrete objects in the world), and 'world geometry',
which is large, generally static geometry. World geometry tends to
influence the SceneManager organisational structure (e.g. lots of indoor
static geometry might result in a spatial tree structure) and as such
world geometry is generally tied to a given SceneManager implementation,
whilst MovableObject instances can be used with any SceneManager.
Subclasses are free to define world geometry however they please.
@par
Multiple SceneManager instances can exist at one time, each one with
a distinct scene. Which SceneManager is used to render a scene is
dependent on the Camera, which will always call back the SceneManager
which created it to render the scene.
*/
以上是OGRE的注释。宗上所述使用:a hierarchy of node bounding boxes 即使用包围盒层次
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