Greets all, first post here. I’m a software engineer at EA Canada, mostly C/C++ stuff, done moderate amount of work with OpenGL and starting to do more. Here’s my Q:
I’m implementing Octree + Frustrum culling for viewing of static + dynamic geometry in a scene. For the dynamic geometry (i.e position, orientation constantly changing), I should need to transform the vertices of the models so that they can properly be inserted into the octree struct and culled with the frustum (if I’m wrong here, someone please tell me). Should I build my own transformation matrix for each model and then transform the polys with it, before inserting them into the octree? Or is there a better way to do this?
Thanks in advance for any help you can provide.