[ODE] visibility detemination?
Clint Brewer
clint at haptek.com
Sun May 4 23:25:01 2003
Hi All,
well after a good bit of time away, I'm finally getting a chance to work
on this again.
I just spent a good day or so planning it out and reading over the docs,
I think it's going to be easily do-able as we discussed before, just
having a special callback function for visibility determination that
gets called when you collide a frustum with a dSpace
I'll create a reusable frustum geometry type so that others can use it
for the same purpose if they want.
gl : not sure if you are still arround or not, I'll try out your
terrain collision geometry soon too. Have you worked on it anymore?
best,
clint
skjold@cistron.nl wrote:
>>I could be off my rocker here, but doesn't ODE do CD at two levels of
>>precision? Like, dSpaceCollide looks for potential collisions, and then
>>the callback function uses dCollide to get penetration
>>points/normals/depths, etc?
>>
>>Would the "coarse" CD of dSpaceCollide might make a good FOV test, if a
>>frustum geometry class were added?
>>
>>
>
>Yes, that was the general idea being discussed: To take advantage of the callback used by dSpaceCollide in determining potential visibility, but not to actually call dCollide for it.
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