![]() 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. |
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.. | ||
README.txt | ||
all.h | ||
const.h | ||
func.h | ||
geometry.h | ||
half.cpp | ||
half.h | ||
intpoint.h | ||
matrix.h | ||
point.h | ||
sphere.h | ||
vector.h |
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. */