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Mail Archives: djgpp/1998/02/01/08:54:39

Date: Sun, 1 Feb 1998 08:53:13 -0500 (EST)
Message-Id: <199802011353.IAA18097@p2.acadia.net>
To: Lee Westlake <klingon AT btinternet DOT com>
Subject: Re: 3D Programming (Calculation Volume)
Cc: djgpp AT delorie DOT com
References: <34D3BF63 DOT 4831989 AT btinternet DOT com>
in-reply-to: <34D3BF63.4831989@btinternet.com>
From: swarnerx3 AT acadia DOT net (Scott Warner)
MIME-Version: 1.0

Lee,

If I understand you correctly, you should be able to save a few cycles by not calculating past a certain point on those objects that are too far away.  If you define a "cone of visibility" and a test to see if something lies within that cone you can quickly eliminate those objects you don't want to bother with.  While I don't know offhand the mathematics of this, it sounds plausible.  In the end it will depend on what your data structures look like.


In message <34D3BF63 DOT 4831989 AT btinternet DOT com>, Lee Westlake <klingon AT btinternet DOT com> wrote:
> Hi,
>
> Being new to 3D programming, and currently in the process of developing
> my first engine, could somebody please advise me if it is possible to
> minimize the volume of my calculations by automatically eliminating
> objects which are obviously not visible due to distance.
>
> I am currently checking the visibility of every object in my world
> space, and although quicker than pushing every object into the rendering
> pipeline, it still requires unnecessary processing time.  Is there
> anyway, using some kind of virtual grid maybe, I can ignore those
> objects which are definitely too far away to be visible.
>
> Any help you can give would be greatly appreciated.
>
> Lee Westlake (Klingon AT btinternet DOT com)
>
>
>

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