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| Some recent topics started on our forums | |
| object culling | 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 | |
| Projecting points that are behind the camera?!!?! | 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 | |
| 2d point in a projected bounding box | 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 | |
| tranform information from a .3ds file | 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 | |
| View All Topics Started By This User | |
| Some recent replies made on our forums | |
| Procedural 3D Primitives | 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 | |
| object culling | 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 | |
| object culling | 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 | |
| Projecting points that are behind the camera?!!?! | 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 | |
| Projecting points that are behind the camera?!!?! | 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 | |
| Projecting points that are behind the camera?!!?! | 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. |
| Posted November 19, 2010 12:31:01 PM | |
| Projecting points that are behind the camera?!!?! | 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 .. for each(var verticy:VectorB3D in vertices) { var x:Numb... |
| Posted November 19, 2010 3:22:49 AM | |
| Projecting points that are behind the camera?!!?! | 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 | |
| pseudorandom coordinate generation | out of interest how were you rendering your stars in flash, as pixels on a bitmapdata? |
| Posted November 18, 2010 9:49:24 AM | |
| Projecting points that are behind the camera?!!?! | 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 | |
| View All Replies Made By This User | |