On 11/7/06, Marcus Lindblom <[EMAIL PROTECTED]> wrote:
I know what backporting is ;)
I meant, do you want the ScreenLOD backported or just the math?
-DanDaniel E. Shipton wrote:
>
>
> On 11/7/06, *Marcus Lindblom* <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>> wrote:
>
> 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?
Back-porting taking something in a new version and putting it in an
earlier version. But I suppose I should be able to pull out what I need
from the 2.0 sources.
I know what backporting is ;)
I meant, do you want the ScreenLOD backported or just the math?
--
Daniel E. Shipton
Software Engineer, Infiscape Corp.
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