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Bounds and level of detail aware


Objects with large bounding volumes tend to imply “often visible” which generally implies “performance critical.” Do not make objects that are often visible (such as the trees in the Trees Group) of such high level of detail that they negatively impact application performance. Using high−detail models for the F1 cars themselves may be less critical as they have smaller Bounds and hence fewer of them are visible for most of the time. How you choose to apportion the detail within your scene will always be application/domain−specific or only domain specific, and may be related to the Bounds information of your scenegraph Nodes.