Path: chuka.playstation.co.uk!news From: "Peter Dollochan" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: 3d world clipping Date: Fri, 20 Nov 1998 18:16:59 -0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 37 Message-ID: <734bu6$ekm4@chuka.playstation.co.uk> References: <36552f4a.6753350@news.playstation.co.uk> <733kaq$ekm2@chuka.playstation.co.uk> <36558cfa.19293212@news.playstation.co.uk> NNTP-Posting-Host: modem-48.copper.dialup.pol.co.uk X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Hi, > >If I understand you correctly, you are describing a way to use several >versions of the same model (with different complexity) depending on the >distance to the camera. This is something I will have to do also, but my >first question is, how can I determine efficiently whether an object is >visible at all, whether it lies within the visible part of my world. > Yup I was and went on to say that I couldn't find any speedup from limiting the object drawing to being partially or fully in the viewarea. >For instance, my camera is at 0,0,0, looking into direction 1,1,0 with a >certain projection distance (or zoom factor). Now, I have an object at >-1,1,0 with a bounding sphere of radius 0.25. How do I best calculate, >whether it is (partially) visible. I _do_ know the maths involved, I >just don't know what optimizations I should make, in order to do it in >reasonable time. What data structures are used, what lists do I >maintain, etc. heres an idea post up the maths and see what people make of it. stick it on your homepage or summat :-) >Regards, >-- >Daniel Hartmeier PGP 6A3A7409 ICQ# 12742482 > >"The woods are lovely, dark and deep. But I have promises to keep, >And lines to code before I sleep, And lines to code before I sleep." > Pete.(who doesn't know and rarely understands the maths :-) || The man who regards his life as meaningless || || is not merly unhappy but hardly fit for life ||