Archive 17/01/2023.

Manual frustum culling check

TEDERIs

I’m working on forest rendering system. And faced with the need to show on the screen chunks with lots of objects inside. But standard octree check the visibility of each individual object which significantly reduces the speed. Is it possible to disable the octree and manually determine which objects to draw and which are not?

Modanung

Enhex’s answer seems to hit the metaphorical nail on the head.

Enhex

Try StaticModelGroup, the description says it does culling as a single unit:
urho3d.github.io/documentation/H … group.html