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PBMax

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  1. i know where he lives...
  2. i'll come up with an algorithm and post here when its done. maybe there is only a "brute force" way of enumerating the verts and edges, but i wanted to check first if there was some optimal way that i'm not seeing...
  3. Quote:Original post by jyk Quote:Original post by PBMax (0 0 -1) (0) (0 0 1) (-256) (0 -1 0) (0) (0 1 0) (-256) (1 0 0) (-256) (-1 0 0) (0)Will it always be an axis-aligned box? Or is that just an example? that was just a simple example...
  4. lets say i have a primitive in the shape of a cube located in the first octant. its described as a list of half-planes in hessian normal form like so: (x y z) (d) where x y z is the plane's normal and d is the distance from the origin (pos. means the normal points towards origin and neg. means it points away). (0 0 -1) (0) (0 0 1) (-256) (0 -1 0) (0) (0 1 0) (-256) (1 0 0) (-256) (-1 0 0) (0) is there an efficient way of calculating all the verts and edges? i know how to calculate the intersection of planes already, but i would like an algorithm that efficiently cycles through the planes and spits out list of verts and a list of paired verts for the edges. thanks!
  5. i would like to create a full 3d pathfinding system using convex hulls. the areas to be traversed are both outdoor and indoor. obviously, a spatial partition method would be handy for this. what spatial partition method works best for outdoor & indoor areas (octrees, adaptive kd trees...)?? right now i'm leaning towards a kd tree with a surface area heuristic to create a minimal number of convex hulls. anyone out there have experience with 3d pathfinding?
  6. to follow up from an earlier post above... MegaTexture is a version of silicon graphics' ClipTexture (or ClipMapping) some links: http://www.cs.virginia.edu/~gfx/Courses/2002/BigData/papers/Texturing/Clipmap.pdf http://www.sgi.com/products/software/performer/presentations/clipmap_intro.pdf http://techpubs.sgi.com/library/tpl/cgi-bin/getdoc.cgi?coll=0650&db=bks&srch=&fname=/SGI_Developer/Perf_PG/sgi_html/ch15.html