Date: Sun, 1 Feb 1998 08:53:13 -0500 (EST) Message-Id: <199802011353.IAA18097@p2.acadia.net> To: Lee Westlake 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 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 8bit Precedence: bulk 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 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) > > >