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Gaming > Development Programming Algorithms > Re: visible tri...
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Re: visible triangles

by nathan@[EMAIL PROTECTED] (Nathan Mates) Aug 26, 2007 at 04:25 PM

In article <1188142629.404914.8330@[EMAIL PROTECTED]
>,
 <bob@[EMAIL PROTECTED]
> wrote:
>Let's say you have a set of triangles, and you want to know which
>members of that set are visible from a given point.  What is the most
>efficient way to calculate this?

   Usually, some sort of quadtree/octree is used to determine
potential visibility, then a more accurate set of frustrum culling is
used.

Nathan Mates

--
<*> Nathan Mates - personal webpage http://www.visi.com/~nathan/
 
# Programmer at Pandemic Studios -- http://www.pandemicstudios.com/
# NOT speaking for Pandemic Studios. "Care not what the neighbors
# think. What are the facts, and to how many decimal places?" -R.A.
Heinlein
 




 3 Posts in Topic:
visible triangles
bob@[EMAIL PROTECTED]   2007-08-26 08:37:09 
Re: visible triangles
nathan@[EMAIL PROTECTED]   2007-08-26 16:25:27 
Re: visible triangles
Tom Plunket <gamedev@[  2007-08-28 18:52:34 

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