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3D Game Engine Design, 2nd Edition
book

3D Game Engine Design, 2nd Edition

by David Eberly
November 2006
Intermediate to advanced content levelIntermediate to advanced
1040 pages
26h 31m
English
CRC Press
Content preview from 3D Game Engine Design, 2nd Edition
2.4 Culling and Clipping 67
time for culling and drawing is, hopefully, less than the total time if you were to use
exact culling. Specifically, what you hope to be the common situation is
Cost(inexact_culling) < Cost(exact_culling)
Cost(inexact_drawing) > Cost(exact_drawing)
Cost(inexact_culling) + Cost(inexact_drawing) < Cost(exact_culling) +
Cost(exact_drawing)
The only way you can test this hypothesis is by experimenting within your own ap-
plications and graphics framework. If you find that over the lifetime of your appli-
cation’s execution the total time of culling and drawing is smaller when using exact
culling, then you should certainly use exact culling. Some exact culling tests are de-
scribed in Section 15.7.
The standard approach to inexact ...
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Publisher Resources

ISBN: 9781482267303