colobot/src/math
AbigailBuccaneer 282a793a13 Improve object vis with tighter bounding spheres
This commit improves rendering performance by doing a better job of
checking whether an object is visible via its bounding sphere or not.

The engine maintains a bounding box for each EngineBaseObject that's
exactly large enough to fit every vertex. From this, it computes a
bounding sphere, and only draws objects if the sphere is within the view
frustum. Previously, the bounding sphere was always centered on the
EngineBaseObject's origin, even for models where the bounding box center
is significantly offset from the origin. Now, the bounding sphere is
always the tightest sphere which fits the bounding box.
2018-04-29 19:35:02 +01:00
..
README.txt Fixed code formatting 2013-05-27 10:19:16 +02:00
all.h Update license headers 2018-04-20 02:08:50 +02:00
const.h Update license headers 2018-04-20 02:08:50 +02:00
func.h Update license headers 2018-04-20 02:08:50 +02:00
geometry.h Update license headers 2018-04-20 02:08:50 +02:00
half.cpp Update license headers 2018-04-20 02:08:50 +02:00
half.h Update license headers 2018-04-20 02:08:50 +02:00
intpoint.h Update license headers 2018-04-20 02:08:50 +02:00
matrix.h Update license headers 2018-04-20 02:08:50 +02:00
point.h Update license headers 2018-04-20 02:08:50 +02:00
sphere.h Improve object vis with tighter bounding spheres 2018-04-29 19:35:02 +01:00
vector.h Update license headers 2018-04-20 02:08:50 +02:00

README.txt

/**
 * \dir src/math
 * \brief Common mathematical structures and functions
 */

/**
 * \namespace Math
 * \brief Namespace for (new) math code
 *
 * This namespace was created to avoid clashing with old code, but now it still serves,
 * defining a border between math and non-math-related code.
 */