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Some recent topics started on our forums |
object culling
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hello!!!
just thought I would pose a question on object culling in 3d scenes.
what I am after is a fast way to cull individual objects without using a partitioning system or hierarchy.
the reason being I am still learning this stuff and... |
Posted December 1, 2010 4:47:43 PM
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Projecting points that are behind the camera?!!?!
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Hello!!
This has had me stumped for a while now so I though I would consult the guys in the know (you).
I am newish to 3d and self-taught, working on a software 3d engine. Everything so far is going quite well :).
I am however having a... |
Posted November 18, 2010 7:29:48 AM
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2d point in a projected bounding box
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HALLLOOOO
I am trying to implement some new ideas for 3d occlusion culling and one of them requires that I can test to see if a 2d point is within a projected (flat/2d) bounding box.
I know how to check for a point in a polygon but I don't... |
Posted August 2, 2010 6:41:26 AM
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tranform information from a .3ds file
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is it possible to obtain the tranformation of a 3ds encoded object in the form...
x
y
z
scaleX
scaleY
scaleZ
rotationX
rotationY
rotationZ
I have put together a basic 3ds file parser and it works ok.
But it seems that the 3ds files I... |
Posted July 22, 2010 12:05:59 PM
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Some recent replies made on our forums |
Procedural 3D Primitives
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not the usual way to build a sphere, but you can do it by building a cube first with however many segments then effectively "sphereizing" it. i.e. move all the vertices so that are the same distance from the centre and you end up with a pretty neat s... |
Posted January 7, 2011 5:02:21 AM
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object culling
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Quote:Original post by dpadam450
I currently use a bounding sphere and hold onto the last side it failed from, so if it was on the left of the screen last frame, I see if it is still outside the left edge before checking if it is behind me... |
Posted December 1, 2010 5:43:01 PM
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object culling
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thanks for the response, will give the bounding sphere vs frustum check a whirl see how I get on. Should the 6 frustum checks be faster still than the projetion? Dont know the math off the top of my head but seems like it might be more compelex.... |
Posted December 1, 2010 5:17:43 PM
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Projecting points that are behind the camera?!!?!
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cheers for the info!
about to put in some basic clipping, hurrah! but initially only for the near plane.
:) |
Posted November 24, 2010 4:58:25 AM
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Projecting points that are behind the camera?!!?!
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Quote:Original post by 0xffffffff
Ben, there is no "correct" screen coordinate for a point that wouldn't be visible at all. No amount of flipping things around is going to compensate for the fact that you're viewing things out the backside of your v... |
Posted November 19, 2010 12:47:47 PM
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Projecting points that are behind the camera?!!?!
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draw them, where they will be clipped natively by the flash platform, while its still a form of overdraw, i only indent it to be used for minor infringements, and it should be about a billion times faster than frustum culling.
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Posted November 19, 2010 12:31:01 PM
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Projecting points that are behind the camera?!!?!
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I was thinking more of a way to correct the projection, because at that point I am iterating through the vertices only... no info about polygons or uvs here.
so something like
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for each(var verticy:VectorB3D in vertices)
{
var x:Numb... |
Posted November 19, 2010 3:22:49 AM
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Projecting points that are behind the camera?!!?!
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cheers guys
am on flash platform, at the moment am getting fairly decent performance for anything upto 10,000 polys (might sound a bit pant's but for flash its ok)
Am pretty sure to that clipping will kill it in its tracks speed-wise, its... |
Posted November 18, 2010 1:01:29 PM
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pseudorandom coordinate generation
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out of interest how were you rendering your stars in flash, as pixels on a bitmapdata?
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Posted November 18, 2010 9:49:24 AM
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Projecting points that are behind the camera?!!?!
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partly because I am pretty sure there is a way to solve it.
but mostly because of speed slowdown of clipping on the platform I am programming on plus from what I gather its fairly challenging to implement (bear in mind Im a relative novi... |
Posted November 18, 2010 9:21:56 AM
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