Sean Sylvis wrote:
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.
That sounds like a _really_ inefficient way of doing things. Why would the objects want to cull themselves against the view frustum rather than the view frustum cull objects that are not visible? Also, you do realise that Java3D is already doing most of the view frustum culling under the covers already? The only time where you want to do application level culling is when you have ridiculously huge data sets like terrain rendering applications. -- Justin Couch http://www.vlc.com.au/~justin/ Java Architect & Bit Twiddler http://www.yumetech.com/ Author, Java 3D FAQ Maintainer http://www.j3d.org/ ------------------------------------------------------------------- "Humanism is dead. Animals think, feel; so do machines now. Neither man nor woman is the measure of all things. Every organism processes data according to its domain, its environment; you, with all your brains, would be useless in a mouse's universe..." - Greg Bear, Slant ------------------------------------------------------------------- =========================================================================== 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".
