Is there a way to use an axis-aligned bounding box (AABB) for the coarse
bounding volume rather bounding spheres, for line segment
intersections? In my application my primary geometry is made up of
terrain tiles which are naturally axis aligned and buildings which tend
to be rectangular prisms. In both cases, my intuition is that even the
worst-case AABB is still going to represent a much tighter bound than
the best-case bounding sphere, leading to unnecessary and expensive
tests against the actual geometry. It's not clear that simply
reorganizing and optimizing the scene graph would help much in this
case, since the buildings are clustered in a town such that bounding
spheres will naturally tend to overlap, as well as extend out into the
street. Any ideas on how to handle this situation more efficiently?
Thanks,
- Peter
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