XNA Octree with batching

Posted by Alex on Game Development See other posts from Game Development or by Alex
Published on 2012-11-24T18:35:29Z Indexed on 2012/11/24 23:21 UTC
Read the original article Hit count: 218

Filed under:
|

I'm integrating batching in my engine. However I'm using an octree which is auto generated around my scene. Now batching renders a hole group at ones while an octree sorts out which objects that should be rendered within the camera frustum, therefore dividing the group.

Batching and octree doesn't go along very well, right?

Problem: The way I see it I have two options, either create batch groups based on objects who are close to one another within the octree or I can rebuild the batching matrixbuffer for the instances visible each frame.

Which approach should I go with or does there exist another solution?

© Game Development or respective owner

Related posts about XNA

Related posts about c#