|
From: James W. W. <os...@jw...> - 2004-08-08 18:24:01
|
On Aug 8, 2004, at 2:39 AM, Dair Grant wrote: > See also bug 895117: that's the case that originally raised this issue. I can't find that bug. I've set SourceForge to browse bugs with Assignee, Status, Category, and Group all set to Any, but the bug numbers jump from 895106 to 900672. > Is the centroid method just taking the center in z of the two triangles > and comparing? What we used to do was not exactly the centroid method. We took the average of the maximum and minimum z values, which is not equal to the average of the 3 z values of the vertices. However I wouldn't be surprised if the results were pretty much the same. > If so that's actually what we used to do, but you changed > it last year... :-) I was hoping nobody would notice that. :-) Clearly I didn't do enough testing back then. If you look at the case of a single box in my test app, then arguably the current Quesa method is better than the centroid method. But once you get to two boxes, it's a different story. > Firstly, nice test app. :-) Thanks. > I think the problem does come down to a tradeoff: even more so than you > describe here, as strictly speaking interpenetrating triangles need to > be split into sub-triangles if they're to be sorted correctly. True. > Most interactive scene graphs don't bother going that far, and I think > whatever choice we make is going to have to have some trade off. The > centroid case definitely does improve these boxes, but assuming it's > the > same as 1.9 then we would presumably make some other case worse. Yep, such as a single box. > If it's not the same as 1.9, can you post a snippet showing what it > does > for the overlapping extents case? I'm not sure what you mean by overlapping extents. -- <http://www.jwwalker.com/> |