Article View: comp.graphics.api.opengl
Article #903D scene data structure
From: Albert Goodwill
Date: Mon, 06 Sep 1999 00:00
Date: Mon, 06 Sep 1999 00:00
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In an OpenGL based C++ application I have many number of 3D objects in a scenery. Each 3D-objects are relatively complex set of polygonal surfaces. I currently able to look at to scene from any camera position and render the result. In certain camera positions many of the the 3D-objects are out of the view. Which kind data structure you could recomment for 3D-objects to be placed so that I can skip in rendering process if they are out of the view?
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X-Google-Language: ENGLISH,ASCII-7-bit X-Google-Thread: 10e433,964e62e5ba9b4c0f,start X-Google-Attributes: gid10e433,public X-Google-Thread: 103885,964e62e5ba9b4c0f,start X-Google-Attributes: gid103885,public X-Google-Thread: f65bb,964e62e5ba9b4c0f,start X-Google-Attributes: gidf65bb,public From: "Albert Goodwill" <albertgoodwill@geocities.com> Subject: 3D scene data structure Date: 1999/09/06 Message-ID: <7qvilu$npv$1@metro.ucc.usyd.edu.au> X-Deja-AN: 521554791 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 X-Complaints-To: usenet@news.usyd.edu.au X-Trace: metro.ucc.usyd.edu.au 936594942 24383 129.78.216.145 (6 Sep 1999 05:15:42 GMT) Organization: The University of Sydney, Australia NNTP-Posting-Date: 6 Sep 1999 05:15:42 GMT Newsgroups: comp.graphics.api.opengl,comp.graphics.visualization,borland.public.cppbuilder.graphics