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/

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