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Re: [Gnu3dkit-dev] Bounding volume recalculation


From: Philippe C . D . Robert
Subject: Re: [Gnu3dkit-dev] Bounding volume recalculation
Date: Tue, 8 Oct 2002 08:08:30 +0200

Brent,

On Dienstag, Oktober 8, 2002, at 07:36  Uhr, Brent Gulanowski wrote:
v0.3 has a separate recurse for bounding volumes updates. Eberly (3D Game Engine Design) recommends performing bounding box checks when on the way back up the rendering recursion. Is this an option?

In 0.4 graph traversal is done much more flexible, ie. you have various kinds of traversals. This is done like that because first the design is cleaner and easier to enhance and second it can be better optimised on multi processor systems. BTW you cannot easily perform the bbox update while traversing upwards because the app might change the graph afterwards (before rendering the next frame) - or do you think of sth different here?

And I dare to say that the 3DKit is not aimed at games, in games you need a highly tuned, specific implementation, so the 3DKit is more designed to serve visualisation, modelling and research needs.

-Phil
--
Philippe C.D. Robert
http://www.nice.ch/~phip





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