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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