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📄 readme.txt

📁 游戏编程精粹6中关于用自适度二叉树进行空间剖分
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Author: Martin Fleisz
E-mail: martin.fleisz@kabsi.at

Game Programming Gems 6 - Adaptive Binary Tree sample code

This Visual C++ project loads the geometry data of one or more .ply files, 
creates an Adaptive Binary Tree and renders the model (using frustum culling
to remove unseen parts). For a detailed description of the ABT, please refer 
to the article in the book.

Notes:

- The sample needs an OpenGL compatible graphics card supporting the GL_ARB_vertex_buffer_object extension
  for Vertex Buffer Objects.

- The created tree renders the model/scene using VBOs in each leaf. Of course it would be much better using 
  iIndex buffers.

- The application searches for input data in the /data directory and scans this and all sub-directories 
  for .ply files for loading

- The application uses the RPLY library. Here you can find more information about it:   http://www.cs.princeton.edu/~diego/professional/rply/

- A good source for ply models is the page of the UNC Walkthru Project that provides a model of a huge
  power plant split in several sub-models. I never tried to load the whole model and I assume it would take
  quite some time (and memory) to build the ABT - so be careful how much data you load from the model.
  http://www.cs.unc.edu/~geom/Powerplant/

- You can try playing around with the ABT weighting factors and the growth factor of the bounding boxes.
  They are all defined at the top in the ABT.h file.

Have fun!

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