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Box & Reflective Tetrahedron |
| Using a BSP tree for reflections and object intersection |
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| This was built for efficiency with a single-class binary space tree implementation. The tree is
stored in flattened, fixed size arrays for optimal performance - no expensive memory
allocation and object creation or deletion. | | The render buffer is a byte array which is displayed using a MemoryImageSource and an IndexColorModel (this is 256 colours). | Files | |
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3D Engine with scene graph and cartoon rendering style
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