Acceleration Structures For Vertex Snapping
Alexander Shafranov <[email protected]> Fri, 19 Nov 2010 16:46:14 +0300
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
Hi guys, I'm working on the vertex snapping feature for our level editor. So, in vertex snapping mode all translates are snapped to the nearest vertex on screen. Brute force approach would be something like -- - project all vertices to screen-space - find closest vertex to object's projected pivot I know, that nearest point query is an O(log N) problem with kd-tree. But, building kd-tree for mesh vertices doesn't help here, because the query is 'nearest point in screen-space'. Kd-tree can be built for a set of projected (2d) vertices, it doesn't sound great though, since tree has to be rebuilt on any camera moves. What would you recommend ? Or maybe I'm overengineering here and something more brute force will work good enough. Cheers, Alex. ------------------------------------------------------------------------------ Beautiful is writing same markup. Internet Explorer 9 supports standards for HTML5, CSS3, SVG 1.1, ECMAScript5, and DOM L2 & L3. Spend less time writing and rewriting code and more time creating great experiences on the web. Be a part of the beta today http://p.sf.net/sfu/msIE9-sfdev2dev _______________________________________________ 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