I attempted to use view frustum culling to reduce the number of polygons being sent to the video card. Under my first implementation, I am using one Behavior that wakes up each frame and updates the frustum planes. And I am using one Behavior for each object that wakes up each frame, gets the current position of the associated object in the virtual world, and culls it against the view frustum. As you might of guessed, as the number of objects increased (exactly the situation when you want to cull objects), so does the number of Behaviors used to decide if an object should be culled, often making the application run slower than if no culling was done at all.
Is there a better way to cull objects against a view frustum each frame without using Behaviors (or maybe using Behaviors in a more efficient way)? Sean ==========================================================================To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
