On 11/7/06, Marcus Lindblom <[EMAIL PROTECTED]> wrote:
The math should be the same so go ahead and use what you need. What do you mean by backporting?
-Dan
Daniel E. Shipton wrote:
> As for the algorithm I used, I took the knowledge I had gained working
> on the occlusion culling for 2.0 and used it to create the algorithm
> for switching LODs. It basically takes into account how much screen
> size an objects bounding box would take up and also how fast the
> triangles degrade within the node. It seems to work pretty well and
> the objects that are taking up the most screen real estate are always
> rendered in high detail.
Would it be possible to back-port some code into 1.8 to get a function
that would give me a conservative screen-space bounding box of a volume,
given a camera?
I'd like to use it as scissor value to avoid some unecessary
pixel-processing when compositing a few layers in my app.
The math should be the same so go ahead and use what you need. What do you mean by backporting?
-Dan
--
Daniel E. Shipton
Software Engineer, Infiscape Corp.
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