Subject:
|
Re: Seemingly insane poly counts in official games - how?
|
Newsgroups:
|
lugnet.cad
|
Date:
|
Thu, 7 Jul 2005 04:46:22 GMT
|
Viewed:
|
2541 times
|
| |
| |
I am wondering whether you could do this:
Pass a plane through a model along the X axis.
Keep track of which polys intersect the plane.
If these intersections then intersect with each other, they will form 2D shapes
on the plane.
If any of these shapes are fully convex, then they may form the "outside"
borders.
Check each poly to see whether it is "inside" or "outside".
If the poly at no point in time is "outside", remove it.
Repeat the process for the Y and Z axes.
|
|
Message is in Reply To:
| | Re: Seemingly insane poly counts in official games - how?
|
| (...) Yeah, I considered that, The other way I thought of doing it is to create some sort of projection volume for each tri (Basically the halfspace stretching from the front face of the tri out to infinity), then clip that by the other tri's in the (...) (19 years ago, 22-Jun-05, to lugnet.cad, FTX)
|
17 Messages in This Thread:
- Entire Thread on One Page:
- Nested:
All | Brief | Compact | Dots
Linear:
All | Brief | Compact
|
|
|
|