Mario Veraart (rioj7++at++fel.tno.nl)
Wed, 6 Jan 1999 15:10:51 +0100 (MET)
> I want to know whether there is an easy way
> (or a way at all) to find which all triangles are visible
> (at least partialy) in a scene, given a model, viewpoint and direction.
> There are of course methods to intersect line segments of different
> lengths for each pixel, check the closest point, find the corresponding
> triangle etc. That seems to take too long to compute for each view.
> I want to know if there are any faster ways taking advantage of
> some Performer feature or other ...
You can construct the wanted pfFrustum and determine the intersection
result of the bounding spheres and bounding boxes of the pfNodes and
pfGeoSets in the scene graph. You traverse the scene graph with the
pfuTraverse utility.
Mario
This archive was generated by hypermail 2.0b2 on Wed Jan 06 1999 - 06:20:12 PST