Hi Simon,
Simon Haegler wrote:
>
> i took a look at the new code, nice work. in ScreenLOD::render(Action
> *action),
> you compute the bounding rectangle of the projected, axis-aligned bounding
> box.
> did you try other methods? e.g., i am curious how very long and thin objects
> perform. unfortunately, i am currently working on 1.x cvs, so i cannot easily
> try it out.
Now that you mention it...
The algorithm I suggested to Dan was originally designed for 2D pixel
ops, so it needed the 2D bbox. But internally it has to project the 8
corners of the bbox to the screen anyway. So to calculate the actual
size of the non-AA bbox should not be a lot of effort and not be very
expensive either.
Dan, do you want to try that? Mathworld
(http://mathworld.wolfram.com/PolygonArea.html) has the formula for
polygon areas, you just need to ignore the negative ones.
Given the nature of the models you wrote it for it might not make a huge
difference, but it's worth a try, and it might make the code more
generally useful.
Dirk
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