Jump to content

View more

Image of the Day

Boxes as reward for our ranking mode. ヾ(☆▽☆)
#indiedev #gamedev #gameart #screenshotsaturday https://t.co/ALF1InmM7K
IOTD | Top Screenshots

The latest, straight to your Inbox.

Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.


Sign up now

Matrix Translation/Rotation

4: Adsense

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.


  • You cannot reply to this topic
1 reply to this topic

#1 gahre   Members   

122
Like
Likes
Like

Posted 09 October 2001 - 04:26 AM

I am writing a little game using OpenGL. I want to speed it up doing some culling. At the moment I am using OCTREE subdivision stuff (based on cone3doctree-stuff) doing frustum culling. But now I heard that matrix transformations will speed up my prog. I started to read about them and I can''t imagine that this would be a speed-up. Imagine: 2000 Triangles in a scene. I got my matrix and now I render it. For translating the scene I have to translate each vertex of my triangles with my matrix. - That would be great, cause I could then store the translated scene in an array and cull some more stuff (like terrain behind high hills or something like that). But that would actually slow down my prog, wouldn''t it?

#2 mittens   Members   

1323
Like
Likes
Like

Posted 09 October 2001 - 01:54 PM

Actually, if my memory serves me correctly, the OpenGL Red Book (OpenGL Programming Guide) specifically states that using the pre-made translation/rotation functions are, in general, a much better idea than a ''home-made'' way of doing it. Just something to think about.

------------------------------
Trent (ShiningKnight)
E-mail me
ShiningKnight Games




Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.