[ODE] visibility detemination?
Clint Brewer
clint at haptek.com
Mon Feb 17 01:51:02 2003
Henri Hakl wrote:
>"Culling code" - as in determining what is visible and what not?
>
>Sorry - not sure what you mean...
>
>
yes, exactly. For doing a quick sweep over all objects, and determining
which of them is visible.
Currently I have my own code that checks objects to see if they fall
within a view frustum before sending them through the rendering pipeline.
I was figuring that since ODE is already dealing with collision code in
a pretty fast way, I could make a view frustum geometry and collide that
with the objects to see which are inside it.
-c