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+ <H1>[Nel] culling and transforms</H1>
+ <B>Lionel Berenguier</B>
+ <A HREF="mailto:berenguier%40nevrax.com"
+ TITLE="[Nel] culling and transforms">berenguier@nevrax.com</A><BR>
+ <I>Mon, 2 Jul 2001 11:14:03 +0200</I>
+ <P><UL>
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+<PRE>----- Original Message -----
+From: &lt;<A HREF="mailto:stephane.craux@voila.fr">stephane.craux@voila.fr</A>&gt;
+To: &lt;<A HREF="mailto:nel@nevrax.org">nel@nevrax.org</A>&gt;
+Sent: Saturday, June 30, 2001 12:21 PM
+Subject: [Nel] culling and transforms
+
+
+&gt;<i> Hi ,
+</I>&gt;<i> I Just took a look at nevrax code recently and
+</I>&gt;<i> noticed that rather than transforming AABB when traversing
+</I>&gt;<i> the scene graph , the choice was made to transform the
+</I>&gt;<i> view frustum pyramid : it is much more cpu costly :
+</I>
+Is it not nearly the same?
+
+transform the planes: transform 6 planes =&gt; 6*16= 96 muls.
+transform the AABB: transform 8 vectors =&gt; 8*12= 96 muls.
+
+But maybe your trick to transform an AABB is to just transform the center
+(12), then transform the 3 half vectors of the AABB (3*3 because of their
+axis form), and then just do some add ? (ooops :) )
+
+regards
+
+Lionel.
+
+
+</pre>
+
+
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