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*To*: linuxgames@sunsite.dk*Subject*: Re: Triangle-Triangle Intersection Tests*From*: Gregor Mückl <GregorMueckl@gmx.de>*Date*: Tue, 11 Feb 2003 16:55:00 +0100*Delivered-to*: archiver@seul.org*Delivered-to*: mailing list linuxgames@sunsite.dk*Delivery-date*: Tue, 11 Feb 2003 10:56:47 -0500*In-reply-to*: <20030202143627.71FA3E43A@whouse.4orsi.it>*Mailing-list*: contact linuxgames-help@sunsite.dk; run by ezmlm*References*: <20030202143627.71FA3E43A@whouse.4orsi.it> <3E3D304A.90204@airmail.net> <20030202151533.4A655E43A@whouse.4orsi.it> <3E3D450E.3050501@airmail.net> <3E481ACA.C89B4715@gbl.com.br>*Reply-to*: linuxgames@sunsite.dk*User-agent*: Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.2b) Gecko/20021016

Miguel A. Osorio wrote:

Why don't you use one of the collision detection libs that are already out there? There's SOLID, RAPID and OpCode to name only a few of them. These are highly optimized (and most of them seem to use layered sets of algorithms to avoid triangle-triangle-checks on almost every available combination).Hey people, I just recently finished coding my version of the algorithm for triangle-triangle intersection presented in the ERIT package (I got the algorithm outline in the book "Real-Time Rendering" from Moller and Haines, 2nd ed.). I believe it's working properly, but I'm not sure of it's efficiency. On some preliminary tests, I got a considerable lagging in the frame rate as soon as the triangle intersection tests kicked in. I use an OBB tree for visibility and collision-detection. So, in the OBB collision tests, as soon as I reach the situation of two leafs intersecting, I head on to test all faces of one leaf with all faces of the other. Faces from leaf A are put into the coordinate system of leaf B and tested for intersection. Here are my questions: first, am I doing anything very wrong to begin with? Second, I know triangle intersection tests are not magic, but has anyone an idea of just how many triangles could be tested without significantly hindering the application performance, for say, an equivalent to a Pentium III 800Mhz? How do I measure the performance of my implementation of the ERIT algorithm, since, of course, I could have coded a bad version? Well, I may seem kind of lost in the park here, but the thing is, I didn't expect the performance hit to be so big :) Oh, and one last thing: if anyone wants to take a look at my code, just let me know. Thank you for your attention, Miguel A. Osorio.

Opcode homepage: http://www.codercorner.com/Opcode.htm

If you follow a few links from there you'll find a lot of algrithms and implementations readily available.

Bye,

Gregor

**Follow-Ups**:**Re: Triangle-Triangle Intersection Tests***From:*"Miguel A. Osorio" <maos@gbl.com.br>

**Re: Triangle-Triangle Intersection Tests***From:*Steve Baker <sjbaker1@airmail.net>

**References**:**3d graphics***From:*"Francesco Orsenigo, Xarvh Project" <xarvh@lombardiacom.it>

**Re: 3d graphics***From:*Steve Baker <sjbaker1@airmail.net>

**Re: 3d graphics***From:*"Francesco Orsenigo, Xarvh Project" <xarvh@lombardiacom.it>

**Re: 3d graphics***From:*Steve Baker <sjbaker1@airmail.net>

**Triangle-Triangle Intersection Tests***From:*"Miguel A. Osorio" <maos@gbl.com.br>

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