Jump to content
  • Advertisement
Sign in to follow this  
Raeldor

Efficient Intersect Binary Triangle Tree/QuadTree Intersect Mesh Test

This topic is 4885 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi, I have a terrain build from a quadtree of binary triangle trees. I have an intersect mesh test, but it tests every triangle to make sure than the CLOSEST one is returned. Apart from frustrum culling and backface culling, is there another algorithm that maybe uses some kind of triangle sorting method based on the camera position that would be more efficient? Thanks all

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!