ERiba:
Not sure what you mean by "this is all done on the PC and only for creating map file"?
I had not included enough detail in the earlier posts to explain exactly what I was doing. I am creating a 3D First Person Shooter with Over the Shoulder view. The same sort of view used in Gears or GRAW.
The other posters description of "preprocessing" is a good description.
If I try to do the processing on the Xbox, the load time for each level is over 20 minutes. Preprocessing the Octree and saving it in the level map file, the load time on the Xbox is reduced to less than one minute.
ERiba:
Therefore the only thing you care about is whether a mesh is inside a visible leaf or not.
The Octree is used for collision not for rendering although your comments have given me an idea of how I could use the Octree instead of the view frustum for mesh culling prior to rendering. (Sorry, side tracked, but thanks.)
The end result of the Octree calculation does not store the triangles it stores a single point anywhere in the boundingBox of each occupied Octree.
Each occupied Octree is just a boundingSphere. I use that for sphere on sphere collision, and the detail is enough to be able to nicely move round a complex shape in 3D and for it to feel right to the player.
I also use the Octree for projectile collision and do a ray on sphere intersection to get the point very close to the point of impact for a bullet. In addition to the sphere of the Octree I store a link back to the original triangle in the original model, just a pair of ints, model, triangle. Typically any Octree only contains one sometimes two references to triangles. Even on the Xbox the system is efficient enough that I can do a final ray on triangle intersection and get the exact point of impact and orientation of the scenery so that I can display a perfectly positioned decal to represent a bullet impact. Plus of course a particle effect for the dust and debris.
The Octree had worked well on my small test scenes and it's only when I started creating larger test scenes that I encounterred the problem creating it.
Regards
**
Well on the way to creating a 3D First person controls shooter with Over the Shoulder view... Another few YEARS and it'll be done!
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