[Algorithms] BSP-Primitive intersection testing
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From: Bernd K. <bk...@lo...> - 2000-08-18 23:53:58
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Charles Bloom writes: > Using "cap planes" the error can be controlled, and you can > make sure that the error is conservative (returns more > intersections) so perhaps that's the best solution - be approximate. I can also see benefit in decoupling rendering geometry detail from collision geometry. Esp. with hardware T&L you don't want the CPU to have to push the same scene geometry. Then there's POV-dependend dynamic LOD in multi-POV/player. If hardware support for tesselation should hit us, it'll be even worse. b. |