would using an aabb-> tri intersect be any good for developing a surface rep for an svo - or would that be really slow...
I guess yeh, too many tri tests would make it pretty darn slow, would there be some way to speed it up?
polygon model to sparse voxel octree
Started by rouncer, Aug 24 2012 09:21 AM
1 reply to this topic
#1
Posted 24 August 2012 - 09:21 AM
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.
#2
Posted 24 August 2012 - 09:54 AM
I thought more, and a binary space division system would work a treat there. Im guessing they are not computational to create.
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.
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