Kowsik Guruswamy (kowsik++at++coryphaeus.com)
Tue, 30 Apr 1996 11:47:23 -0700
[snip]
> This is true. And, if you use pfPartitions, your search for the proper
> pfGeoSet will be _very_ fast indeed.
>
[snip]
> Since the size of pfGeoSets is also going to effect your drawing efficiency,
> you don't want them tooo small. I'd say a minimum of 12 tris per
> pfGeoSet and this is really assuming that you are on a low-end gfx system
> that is not easilty host limited. Since you say you are on an IMPACT, I'd
> expect that you are more likely fill limited. Generally, for high-end
> systems, I'd say the good range is more like 24-64 tris.
[snip]
> If the segments have reasonable spatial locality and direction, put
> them together and put a cylinder around them.
> Otherwise, use partitions and do them separately so that you don't have
> to intersect lots of polygons with segments that have no chance of making a
hit.
>
> One might also ask if _all_ of the segments require polygon intersection
> information - maybe for some segments you can stop at just PFTRAV_IS_GEODE
> for bounding sphere or PFTRAV_IS_GSET for bounding box intersections for
> setting your pfNodeTravMask().
>
> Also, I am sure that you know this but just to be complete, be sure
> to enable isect caching on static pfGeoSets with the PFTRAV_IS_CACHE bit
> set in your setMode to pfNodeTravMask().
If I may add, since Performer uses separate masks for APP, CULL, DRAW and ISECT
and because of the fact that a set of geometry that's tuned for rendering may
not be the most efficient set for collision, you might think about a simplified
set of geometry [with lesser number of polygons] for the ISECT process.
This definitely means more memory, but the benefits of having a specialized set
of geometry just for collision might be worthwhile considering.
K.
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