Question about render pipeline culling and ODE Quadtrees.

"Jeremy Roberts" <[email protected]>
Newsgroups gmane.comp.lib.ode
Message-ID <007c01c7f652$7e3d82a0$6501a8c0@videoy23s01m2k>
Hello fellow ODE users,
     I have a question about render pipeline culling and ODE quadtrees.
     I understand that ODE uses quadtrees for quick collision/physics culling.  In my 3D FPS game engine however, models/objects also need to be culled during the rendering pipeline to determine which are potentially visible.  This is typically done also using an octree or quadtree and frustum culling.  
     My question is, is there a logical way to use the quadtree that ODE uses for collision/physics culling for graphic/object culling in the rendering pipeline as well?  I.e, frustum cull the units of the ODE quadtree to determine which are visible in the view frustum each frame?
     My concern is that it seems silly to have to have an entire quadtree for collision/physics culling and to have to have another entire quadtree for object culling during the rendering pipeline if there is a way to use the ODE quadtree for both.
     Thank you for your help.
     Jeremy (grill8)
[Video Game Computer Science]
DigiPen Institute of Technology

- Make the world what it could be, not what it is.

_______________________________________________
ODE mailing list
[email protected]
http://ode.org/mailman/listinfo/ode
lmpx.com only provides a reader for public news (NNTP) servers. It is not affiliated with the servers or forums shown here and is not responsible for the content of articles, which is written by their respective authors.