From 0ea5fc66924303d1bf73ba283a383e2aadee02f2 Mon Sep 17 00:00:00 2001 From: neodarz Date: Sat, 11 Aug 2018 20:21:34 +0200 Subject: Initial commit --- pipermail/nel/2001-July/000463.html | 77 +++++++++++++++++++++++++++++++++++++ 1 file changed, 77 insertions(+) create mode 100644 pipermail/nel/2001-July/000463.html (limited to 'pipermail/nel/2001-July/000463.html') diff --git a/pipermail/nel/2001-July/000463.html b/pipermail/nel/2001-July/000463.html new file mode 100644 index 00000000..fb0b7777 --- /dev/null +++ b/pipermail/nel/2001-July/000463.html @@ -0,0 +1,77 @@ + + + + [Nel] culling and transforms + + + + + + +

[Nel] culling and transforms

+ Lionel Berenguier + berenguier@nevrax.com
+ Mon, 2 Jul 2001 11:14:03 +0200 +

+
+ +
----- Original Message -----
+From: <stephane.craux@voila.fr>
+To: <nel@nevrax.org>
+Sent: Saturday, June 30, 2001 12:21 PM
+Subject: [Nel] culling and transforms
+
+
+> Hi ,
+> I Just took a look at nevrax code recently and
+> noticed that rather than transforming AABB when traversing
+> the scene graph , the choice was made to transform the
+> view frustum pyramid : it is much more cpu costly :
+
+Is it not nearly the same?
+
+transform the planes:  transform 6 planes => 6*16= 96 muls.
+transform the AABB:  transform 8 vectors => 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.
+
+
+
+ + + + + + + + + +
+

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