Danie Heath writes: > What is the method you guys follow to subdivide the scenery, objects, > aircraft so that you only render what you see ... Wouldn't the rendering > be more efficient with a system like this ...
Plib defines a bounding sphere for each leaf or branch node in a scene graph, then tests what bounding spheres intersect the current view frustum. It's a pretty efficient arrangement -- it works best, of course, when the scene data is well-organized into branches and subbranches. All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel