[ODE] BSP and ODE's collision system

Nate W coding at natew.com
Mon Apr 21 15:06:02 2003


> While drawing with BSP involves only finding the node you're in and
> then after calculating some regular visibility tests, you just draw
> what's needed.

On a related note... If ODE had a 'frustum' collision primitive, could
that be used efficiently for view culling?  Even just a cone or pyramid
primitive might be sufficient, whatever computes fastest...  During the
collision callback, you could build a collection of visible primitives
(whatever collides with the frustum/cone/whatever), and then pass the
collection to the rendering code afterward.

Just thinking out loud.

-- 

Nate Waddoups
Redmond WA USA
http://www.natew.com