Skip to main content
gamedev.net
🔒 Locked 🎮 Unity

Projected Bounding Boxes

Started by portable Aug 2, 2006 at 2:44 AM 2 replies 800+ views
Original Post
portable
portable
Hi! I'm looking for a technique which is able to determine projected bounding boxes as fast as possible. (btw: projected bounding boxes are three dimensional bounding boxes that are projected to screen space and are thus two dimensional) I know - I could transform every vertex into screen space and extract the min/max components. But I guess there must be a faster method. Thanx in advance, portable
portable
portable
Thanks, I've already read this paper. As far as I understood it only reduces the number of vertices to test from 8 to 6 or 4. And I still believe the task can be done faster...
Rasmadrak
Rasmadrak
if you're using opengl, try making a viewport of the selection and use opengl internal selection buffer. :)
"Game Maker For Life, probably never professional thou." =)

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.