Search found 9 matches
- Thu Dec 28, 2006 10:02 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht.... speed up rendering please.
- Replies: 16
- Views: 1439
hmm i do not understand what do u mean by make it faster? before going on to discuss shaders, the rendering of such an amount of polygons is done by ogl or dx. irrlicht tries to do its best to deliver a good list for these renderes and does the best job, cuz i do not think there is another way to do...
- Thu Dec 28, 2006 9:53 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht vs Ogre
- Replies: 42
- Views: 16596
- Thu Dec 28, 2006 12:17 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Frstrum and culling
- Replies: 4
- Views: 501
here is the implementation
http://irrlicht.sourceforge.net/phpBB2/ ... p?p=100349
http://irrlicht.sourceforge.net/phpBB2/ ... p?p=100349
- Thu Dec 28, 2006 12:16 pm
- Forum: Code Snippets
- Topic: frustrum culling optimization?
- Replies: 3
- Views: 3175
frustrum culling optimization?
every time we move the camera, the engine recalculates the view frustrum. in the irrlich implementation, an aabb is used to represent the frustrum. the aabb is defined by 2 points a min and a max (MinEdge and MaxEdge). so the frustrum iaabb is calculated using this function: inline void SViewFrustru...
- Thu Dec 28, 2006 9:57 am
- Forum: Open Discussion and Dev Announcements
- Topic: Frstrum and culling
- Replies: 4
- Views: 501
after further reading into the code i do not know how i missed it but the frustrum is actualling being built from the projection and view matrices. If i understand it correctly, it transforms the frsutrum into a normal box and for each cull test, the node aabb is tested if it interestcs with the frs...
- Thu Dec 28, 2006 9:09 am
- Forum: Open Discussion and Dev Announcements
- Topic: Frstrum and culling
- Replies: 4
- Views: 501
- Wed Dec 27, 2006 12:56 am
- Forum: Project Announcements
- Topic: IPhysics - Newton/Irrlicht framework
- Replies: 338
- Views: 117489
- Wed Dec 27, 2006 12:54 am
- Forum: Open Discussion and Dev Announcements
- Topic: Frstrum and culling
- Replies: 4
- Views: 501
Frstrum and culling
hello. I have been decoding and playing with irrlicht. I noticed that frstrum is calculated using intersections between planes while it can be done faster from the view and projection matrices. also the culling is pretty fast but really not that accurate (it does not have any of the special cases). ...