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Efficient Intersect Binary Triangle Tree/QuadTree Intersect Mesh Test

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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

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This topic is 4546 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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