| fluffy February 26, 2001, 04:28 PM |
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Oh, and another thing, regarding Pants' observation: Yes, they're on lines, because they happen to be sitting on the split of the parent node. That has a lot to do with the dynamic, conservative nature of this. :)
The reason I chose such a minimal drawing of the objects is that'd make just drawing them about as CPU-intensive as doing a frustum test - I wanted to test the efficiency of this algorithm, not the efficiency of my video card.
When it's being observed in realtime, it makes a lot more sense as to what's going on, and it becomes a lot more obvious that this IS useful, too - my 100000-node test has a huge, huge, HUGE field of these objects, and when done in brute-force there is a really huge, slow-to-render field of these objects (about 0.4fps, as I said before), but when the algorithm is turned on, things get preculled down and things get very snappy and only the objects close to the clipping volume are even considered - and the 20fps was only a rough average, based on an older balancing mechanism (which has been greatly improved since then) and also with some pathological cases where this old balancing mechanism was resulting in "only" 99% of the objects being culled, and not 99.9% after I improved the balancing. :) The reason I didn't update those figures was... well, I forgot. This was actually the third image I submitted to Kurt - as Kurt can tell you, I was quite annoying with my revisions. Never, ever submit an IOTD of what you just coded at 3AM and are desparate to show the world. :)
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