[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