I'm currently working with upgrading and restructuring an OpenGL render engine. The engine is used for visualising large scenes of architectural data (buildings with interior), and the amount of ...
I'm developing a 3d flight simulator for Android and am using a relatively large (10k triangles) scene in 3ds format for the scenery. The scene is one polygon soup, not separated into separate ...
I have noticed that BoundingFrustum.Intersects() is a rather slow check in XNA. I am doing only 256 checks per frame and it eats up arround 50-60% of availible time when running at 60fps. This is kind ...