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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
292 Chapter 4 Scene Graphs
class Culler
{
enum { VS_MAX_PLANE_QUANTITY = 32 };
int GetPlaneQuantity () const;
const Plane3f* GetPlanes () const;
void SetPlaneState (unsigned int uiPlaneState);
unsigned int GetPlaneState () const;
void PushPlane (const Plane3f& rkPlane);
void PopPlane ();
bool IsVisible (const BoundingVolume* pkWound);
bool IsVisible (int iVertexQuantity, const Vector3f* akVertex,
bool bIgnoreNearPlane);
int WhichSide (const Plane3f& rkPlane) const;
protected:
int m_iPlaneQuantity;
Plane3f m_akPlane[VS_MAX_PLANE_QUANTITY];
unsigned int m_uiPlaneState;
};
The member m_uiPlaneState represents bit flags to store whether or not a plane is
active in the culling system. A bit of 1 means the plane is active; otherwise the plane
is inactive. An active
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Publisher Resources

ISBN: 9781482267303