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Mesh::Intersect speed in this situation

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Hi All, I thought to create an invisible mesh object for each end node bounding sphere in my octtree space partition at load time and at render time after culling invisible end nodes I will do Mesh::Intersect check against each end node bounding sphere mesh object center and camera position using Geometry::SphereBoundProbe to see if the end node is visible or not - some simple occlusion idea i wanted to try. So, my question is: Is doing these checks each frame is going to be slow or not? If this solution is inefficient then please tell so I think of something else. or if it can be tweaked a little so it will be fast then please tell. Thanks in advance.

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This topic is 4767 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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