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: 2440
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 ...
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: 18554
- Thu Dec 28, 2006 12:17 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Frstrum and culling
- Replies: 4
- Views: 640
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: 3382
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 ...
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 ...
- Thu Dec 28, 2006 9:57 am
- Forum: Open Discussion and Dev Announcements
- Topic: Frstrum and culling
- Replies: 4
- Views: 640
- Thu Dec 28, 2006 9:09 am
- Forum: Open Discussion and Dev Announcements
- Topic: Frstrum and culling
- Replies: 4
- Views: 640
- Wed Dec 27, 2006 12:56 am
- Forum: Project Announcements
- Topic: IPhysics - Newton/Irrlicht framework
- Replies: 338
- Views: 138032
- Wed Dec 27, 2006 12:54 am
- Forum: Open Discussion and Dev Announcements
- Topic: Frstrum and culling
- Replies: 4
- Views: 640
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 ...
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 ...