View Full Version : Bounding box
zosso 09-05-2009, 02:30 AM Hello
I wonder if it is possible to see my object reference in bounding box, let me explain.
eg I have a pretty heavy scene several content objects, I want it
seen as a cube to lighten my scene. but easily view high resolution if I want
So the objects xsi can't see in the cam are displayed in a bounding box
the one xsi can see are displayed in high resolution
like it explained in this video here (http://www.pigeonimpossible.com/)
tanks
j'aimerais savoir si il est possible de voir mes objet en référence en boite, je m'explique.
par exemple j'ai une scène assez lourde content plusieurs objets, j'aimerais qu'il soit
vu comme des cube afin d'alléger ma scène. mais facilement les voir en haute résolution si je le veux
Donc au rendu les objet qui ne serais pas vu je les place en boite les objets que je veux au rendu
je les place en haute résolution
Merci
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ThE_JacO
09-05-2009, 03:09 AM
Hello
I wonder if it is possible to see my object reference in bounding box, let me explain.
eg I have a pretty heavy scene several content objects, I want it
seen as a cube to lighten my scene. but easily view high resolution if I want
So the objects xsi can't see in the cam are displayed in a bounding box
the one xsi can see are displayed in high resolution
like it explained in this video here (http://www.pigeonimpossible.com/)
If you mean that things you don't see in the viewport should be lightened, that's already done in OGL.
Things whose bounding box aren't in the camera frustrum simply aren't drawn at all, which means implementing your own check of the bounding box against the camera frustum to change the object's display property would lose you performance rather than net you any.
Unless you mean that you want things not in camera to be displayed as BBox in other viewports too.
Still, it doesn't make a ton of sense to be honest, unless the models are phenomenally heavy.
Redrawing triangles is seldom ever the biggest performance hog when animating, other things will botlleneck performance well before that makes much difference.
zosso
09-05-2009, 01:48 PM
Hello
I really do not write well in English I find it very difficult to explain what I want
in the video at 0:50 seconds is what I do know
Thank you
Video (http://www.pigeonimpossible.com/)
ThE_JacO
09-05-2009, 03:32 PM
Alright had a look at the video, and to be honest it's mostly a useless procedure that would be better off replaced by a smarter rendering management.
If an object's bounding box is out of the camera, and there is no raytracing needing for secondary ray look-ups, those object will simply not be considered. If raytracing needs them, then you don't want to do something like that unless you like things popping in and out of existance in the secondary look-ups.
The only benefit to that is saving a most likely negligible, particularly on 64bit, amount of ram in the xsi scene memory footprint.
Again, better rendering management would go a long way further than that.
To be brutally honest, quite a few things mentioned in that videos were over-simplifications at best, and downright misleading and wrong concepts at worst.
Talking about map files like if the main point of it is disk access alone, without mentioning that the main point about them is actually their memory mapping parity, is enough for me to not to be able to take the technical competence seriously.
zosso
09-05-2009, 03:50 PM
OK
thank you very much I will rather try partition with the pass
thanks again ThE_JacO
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