RE: [Algorithms] Obscuring objects
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From: Gareth L. <GL...@cl...> - 2003-07-29 07:48:25
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Couldn't you calculate the frustum from the point to the 4 corners of the screen, then intersect the 4 planes with the sphere ? Couldn't the question be posed as "Can I see the view port from a point, or it is being occluded" I know it's not the normal way of doing it, but most of mine aren't. I not sure it's the best way for a sphere, but it would work nicely ( I think ) for more complex shapes, or testing multiple occluders. /me must have missed something, cause it looks like a really useful idea to me :) > -----Original Message----- > From: Lars Wilke [mailto:la...@ch...] > Sent: 28 July 2003 19:25 > To: gda...@li... > Subject: [Algorithms] Obscuring objects > > > This may be a dumb question, but here goes. > > How do I determine if an object in the scene is obscuring > another point > in 3D in screen coordinates? It could be something as simple > in my case > of determining whether the bounding sphere obscures the point. So, > posing the question in another way, ho do I find the equation of the > projected circle in screen coordinates of a sphere in 3D? > > Thanks in Advance. > > Lars Wilke > > > > ------------------------------------------------------- > This SF.Net email sponsored by: Free pre-built ASP.NET sites including > Data Reports, E-commerce, Portals, and Forums are available now. > Download today and enter to win an XBOX or Visual Studio .NET. > http://aspnet.click-url.com/go/psa00100003ave/direct;at.aspnet > _072303_01/01 > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=6188 > |