BlackMojito Posted January 17, 2018 Share Posted January 17, 2018 Hi Folks, I have several questions regarding rendering performance. Question 1: about the acceleration structures. As we know that in Babylon we have Octree, it seems to be used for both frustum culling and picking. But I saw that we had also an interface called IActiveMeshProvider. Is it used for implementing other acceleration structure like BSP or BVH? I've seen some rendering engine which use BVH to do frustum culling. What are the advantages of Octree against BVH? @Deltakosh told me that we have a complete frustum culling stuff internally. How does it work? Does it work by using the Octree? Question 2: About sorting. Do we have bulit-in pre-sorting process so that we can avoid useless shader binding? Question 3: About mesh merging. I think I can use MergeMeshes to merge the meshes which share the same shader. However I need to keep the original one for picking. How can I distinguish the "Visual Tree" and the "Selection Tree"? Thanks guys Quote Link to comment Share on other sites More sharing options...
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