﻿id	summary	reporter	owner	description	type	status	priority	milestone	component	version	resolution	keywords	cc	i_links	o_links
21	ClippingEngine/ CullingEngine	patrick	nobody	"On big maps with many players and object you can't always draw everything specialy those things, that are too far away to be seen or those that are hidden behind other objects. The method used to exclude everything that doesn't have to be drawn is called ""clipping"".[[BR]]
This engine is used to find out which object have to be drawn and which not. The Algorithm used to solve this problem is called Octree, there are other algorithms known to solve this problem. The most famous alternative are Direct Acyclic Graphs (DAG) but I see no need to use those for our ""little"" game.

 * Concrete Use:
   * clipping on the world of orxonox

 * requirements:
   * efficent data processing, remember: the ClippingEngine should give a performance boost...
   * set the amount of subdivisions of the world
   * a functional subdevision algorithm of octrees

 * implementation:
   * use octrees to implement clipping

 * online resources:
   * [http://www.gametutorial.com/ example] on [http://www.gametutorual.com gametutorial]
   * [http://www.gamedev.net/reference/list.asp?categoryid=40 collection of aricles about octree/quadtree] on [http://www.gamedev.net gamedev]
   * [http://www.gamedev.net/reference/articles/article1485.asp Quadtree and Octree Culling Alternative] on [http://www.gamedev.net gamedev]
   * [http://www.gamedev.net/community/forums/topic.asp?topic_id=222046 discussion in a forum] on  [http://www.gamedev.net gamedev]
   * [http://www.gametutorials.com/Tutorials/OpenGL/Octree.htm octree article] on [http://www.gametutorials.com gametutorials]
"	defect	reopened	major	Old Orxonox tickets orx-v0	GraphicsEngine						
