Re: Depth-Sorting Axis-Aligned Boxes
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <OFB38D8F1E.A8CE5200-ON88257607.00628D67-88257607.006431DB@playstation.sony.com> |
Raigan wrote: > Sadly I don't have a z-buffer, so I need to determine a way to sort > the boxes back-to-front. The boxes will all be non-overlapping, > although they may be touching, and will move smoothly (i.e not by > grid-sized steps as is common in some games). The picture you included in a subsequent post HAD the boxes overlapping. > Is there a simple solution to this problem? I.e a formula which > considers the extents and/or a reference point on each box to > produce a back-to-front order? Or am I stuck with the general > solution: build a BSP tree? Building a BSP tree makes sense for static geometry but perhaps less for dynamic geometry (though you could merge dynamic objects into a prebuilt static tree). There's also Newell-Newell-Sancha: http://en.wikipedia.org/wiki/Newell%27s_algorithm which, from the limited description you gave, sounds like a better option for you. Christer Ericson, Director of Tools and Technology Sony Computer Entertainment, Santa Monica ------------------------------------------------------------------------------ Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list