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Article #90

3D scene data structure

#90
From: Albert Goodwill
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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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>
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