RE: [Algorithms] portal engines in outdoor environments
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From: Joe B. <jb...@av...> - 2000-08-18 20:07:27
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> -----Original Message----- > From: gda...@li... > [mailto:gda...@li...]On Behalf Of John > Ratcliff > Sent: Friday, August 18, 2000 1:10 PM > To: gda...@li... > Subject: RE: [Algorithms] portal engines in outdoor environments > <snip> > What I intend to due is just cast rays out from the camera position to the > vertex of every polygon inside the nodes I am testing against. I'm pretty > sure this will work with no holes. If I get some holes, I'll just do some > more samples until they go away. I don't think this is going to take that > long to build either, because as soon as any ray hits, then that node is > visible. I was thinking of the same system, but ran into a problem with looking down hallways at large polygon walls. The eye-to-vertex algorithm tells me the wall is not visible because I can't see its vertices. I don't know what to do about it yet. Any ideas? --------------- <-- Single Polygon wall (in node A) ---- ---- | | | | <-- Hallway | | ^ Eye (in node B) |