[ODE] visibility detemination?
Henri Hakl
henri at cs.sun.ac.za
Mon Feb 17 02:35:02 2003
hmmm... interesting concept. Personally I wouldn't do it, favoring my own
FOV calculations, but the principle is sound.
Essentially I think that the FOV should just give an approximation of what
is definately visible; so the exact collision calculations of ODE may be a
bit overkill.
----- Original Message -----
From: "Clint Brewer" <clint@haptek.com>
To: <ode@q12.org>
Sent: Monday, February 17, 2003 10:51 AM
Subject: Re: [ODE] visibility detemination?
> 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
>
>
>
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