Chris 'Xenon' Hanson wrote:
I think the reason for the bounding spheres is that it is a very
efficient-to-compute
formula -- many times more efficient than AABB.
Are you worried about intersection efficiency during cull phase, or during
intersection
testing, or where? Have you actually
Hello Peter,
I'm trying to dig into the reasons that OSG
intersections might be slower, and one of the first things that I
noticed was the fact that our in-house library uses only hierarchical
AABBs at all levels, whereas OSG uses mostly bounding spheres until
getting down to the drawable
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
Hello Peter,
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.
Actually, the osg::Node hierarchy uses bounding spheres, but
Peter Amstutz wrote:
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
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