Hey everyone. I need a little help in understanding how the flattenStrong() call works via code.
Reason: My model is a hug model with a lot of GeomNodes. To lower the number of GeomNodes, I would call flattenStrong(), but this breaks culling by limiting the number of GeomNodes to just one.
Idea: My idea is to mode how flattenStrong() works by just grouping the GeomNodes togather and then just flatten thos GeomNodes to just one GeomNodes… or math wise… take the 2812 GeomNodes / by 75 (or target number limiter) and group that many into the signal GeomNode giving me just 75 GeomNode intotal.
Ok ^^: So my question is… how would you go about scaning the model, break it down into the 2812 GeomNodes, then combind/group them to be flattenStrong()?
My other idea was to use the quadtree support by fenrirwolf on the octree scrip, but the scrip doesn’t seem to work right. Half my model and none of the textures stay.
Specifying a CombineRadius of 100.0 (or whatever value you deem appropriate) and passing ~gr.CSOther as the second parameter to gr.flatten() tells the SceneGraphReducer to group objects together within a radius of 100.0 feet. Objects farther apart than that won’t be flattened together.