RE: [Plib-users] clipping performance question.
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From: Dave M. <Dav...@dy...> - 2001-06-04 19:16:35
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If you are doing bounding sphere checks for each line segment, it might be better to hand it all to opengl because it's roughly the same amount of work. but if, as you say, the strips contain 100s to 1000s of points then view frustum culling on each strip is probably worth it regardless of how the opengl implementation handles it. the number of computations is of a different magnitude. it also depends on where your viewpoint is. if you have a god view where everything is in view and nothing is view frustum culled, then you won't see improvement. but if you are inside a _room_ then view frustum culling makes a big impact. we've actually tested this on game console where we thought that perhaps an uber display list (with all geometry) would be _a good thing_ since the main CPU is a dog and the 3d processor is very fast. we would eliminate the overhead for many (several hundred) display lists and pass a single DMA packet to the 3d processor. but we found that view frustum culling (ssg style) is very well worth it, even there. -- Dave McClurg -----Original Message----- From: pli...@li... [mailto:pli...@li...]On Behalf Of Gouthas, Themie Sent: Wednesday, May 30, 2001 10:40 PM To: 'pli...@li...' Subject: [Plib-users] clipping performance question. Just an optimization question for frustrum clipping, which would better be directed to an OpenGL format, but this forum is more convenient at this point in time.. For basic line strips, say of 100's to 1000's of points. Is it worthwhile going to the trouble of calculating a bounding spehere for clipping to the view frustrum, or is line clipping pretty efficient. You would think that an intelligent implementation would check the end points of a line segment first and not attempt to draw it if both were out of the clipping rectangle. Anyone have an idea what OpenGL does? Thanks, Themie |