There is no visibility culling whatsoever in FG. (other than maybe
back-face). FG depends upon distance culling instead.
I don't think BSP works very well outdoors, anyway :)
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Brandon Bergren writes:
There is no visibility culling whatsoever in FG. (other than maybe
back-face). FG depends upon distance culling instead.
I don't think BSP works very well outdoors, anyway :)
FlightGear uses view frustum culling (and in most cases has back face
culling turned on as
Danie Heath writes:
I take it you guys are running some sort of binary space partitioning,
what is the type you use ?
Can you be more specific? Partitioning which space, for what purpose?
Thanks,
Curt.
--
Curtis Olson IVLab / HumanFIRST Program FlightGear Project
Twin Cities
5100083 412 6904[EMAIL PROTECTED] www.risccom.co.za
-Original Message-From:
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On Behalf Of Curtis L. OlsonSent: 01 December 2002 02:05 PMTo:
[EMAIL PROTECTED]Subject: Re: [Flightgear-devel] RE : Binary
Space Partitioning ?Danie Heath writes: I
Danie Heath writes:
What is the method you guys follow to subdivide the scenery, objects,
aircraft so that you only render what you see ... Wouldn't the rendering
be more efficient with a system like this ...
Plib defines a bounding sphere for each leaf or branch node in a scene
graph,
Once upon a time, you were sitting and writing:
What is the method you guys follow to subdivide the scenery, objects,
aircraft so that you only render what you see ... Wouldn't the rendering
be more efficient with a system like this ...
Hm binary trees ?
I always thought the main
Danie Heath writes:
Hi again ...
The Binary Space Partitioning I mean is :
What is the method you guys follow to subdivide the scenery, objects,
aircraft so that you only render what you see ... Wouldn't the rendering
be more efficient with a system like this ...
We use a scheme where we