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Is it "normal" to move the world around the camera or the camera around the world?
___I'd say move the camera. A lot less geometry work for the computer to do. The only thing is you might have to move the "sky" (or skybox) along with the camera (if there is a sky.)
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Cheers,
Martin
[This message has been edited by Martin (edited September 11, 1999).]
I would personally use a camera system that moves around the world. This is primarily used to be able to reject polygons that aren't in the viewing pyramid. This also speeds up your geometry transforming by only transforming required polygons. But using a camera system also in a way transforms your whole world for you (rejecting unseen polygons)
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- Microwerx
Should I apply a matrix to the world so that it moves?
Or, should I just move the camera around the world?
Thanks,
webmaster@arrogantgod.com
I cant see how my approach could screw up any type of fustrum clipping because instead of moving the camera to see the object I move the object into the cameras view. In the end the result is the same.
btw has anyone successfully used D3D Viewport ComputeSphereVisibility??