Re: [Algorithms] Simple culling question...
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From: Timur D. <ti...@3d...> - 2000-10-31 11:12:02
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If order of plane rejects becomes a bottleneck for you, its time to think about spatial subdivision, overwise its waste of time even arguing about this imho :) though i`d suggest near,(left/right),far,(top/bottom) in small worlds left and right planes will cut more objects then far plane (which can be outside of world) _______________________ Timur Davidenko. Lead Programmer. 3Dion Inc. (www.3dion.com) e-mail: ti...@3d... ----- Original Message ----- From: "Jim Offerman" <j.o...@in...> To: "Algorithms List" <gda...@li...> Sent: Monday, October 30, 2000 7:19 PM Subject: [Algorithms] Simple culling question... > Hey, > > I have a simple culling question: I figured the best order in which to test > against the six frustum frames is near, far, left, right, top and finally > bottom, assuming that the largest part of the invisible world is around and > not above or below the viewer. Anything against that hypothesis? > > Jim Offerman > Innovade > > > The Atlantis Project > http://www.theatlantisproject.com > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |