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Re: [Nel] culling and transforms
From: |
Lionel Berenguier |
Subject: |
Re: [Nel] culling and transforms |
Date: |
Mon, 2 Jul 2001 11:14:03 +0200 |
----- Original Message -----
From: <address@hidden>
To: <address@hidden>
Sent: Saturday, June 30, 2001 12:21 PM
Subject: [Nel] culling and transforms
> Hi ,
> I Just took a look at nevrax code recently and
> noticed that rather than transforming AABB when traversing
> the scene graph , the choice was made to transform the
> view frustum pyramid : it is much more cpu costly :
Is it not nearly the same?
transform the planes: transform 6 planes => 6*16= 96 muls.
transform the AABB: transform 8 vectors => 8*12= 96 muls.
But maybe your trick to transform an AABB is to just transform the center
(12), then transform the 3 half vectors of the AABB (3*3 because of their
axis form), and then just do some add ? (ooops :) )
regards
Lionel.
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