RE: [Algorithms] Maximum Distance Point To AABB
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From: Tom F. <to...@mu...> - 2000-08-01 08:55:34
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I wouldn't worry about trying to bin the smaller mipmap levels - they are so much less memory than the larger ones that it's pointless trying to bin them - (a) you save very little memory, (b) even close-to things can use smaller mipmaps (if they are edge-on) and (c) most hardware doesn't support having missing small mipmaps - you'll only confuse it horribly. Saving the larger mipmaps is obviously a win though. Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. > -----Original Message----- > From: Joe Ante [mailto:jo...@ti...] > Sent: 31 July 2000 22:43 > To: 3D Algorithms > Subject: [Algorithms] Maximum Distance Point To AABB > > > Hi, > > For my terrain engine texture synthesizer, I want to > dynamically load the > mipmap levels only when they are needed and delete them when > they are not > needed anymore. > The terrain is subdivided into little chunks which all have their own > texture. So I would like to find out the minimum and maximum > Distance from a > point to the AABB enclosing the terrain chunk. > > The minimum distance was easy, but how do I get the maximum > distance to the > AABB? > > Thanks in advance. > bye joe > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |