From: Rémy Deslignes (rdeslignes++at++silicon-worlds.fr)
Date: 05/16/2003 02:10:51
pfHi(),
I'm working on a scenegraph-based application using pfenginess massively.
My transform nodes use ( of course ? ) pfFCSs.
'Of course' I get a problem with culling. This seems to be a common problem
with pfFCSs ( as they said in the OpenGL Performer Programmer's Guide:
Chapter 16. Dynamic Data ).
So my question(s) is (are) :
- What is the point of using pfFCS if bouding boxes are not actualised ?
Who can use this ? Are pfFCSs useless ? - Is there a way of avoiding this
incorrect culling ? Note that I would like to keep the advantages of my
engines and not modify my bounding boxes each frame ...
pfThanks() for any pfHelp* .
Remy
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