Path: utzoo!attcan!uunet!lll-winken!lll-lcc!ames!ucsd!sdcc6!sdcc10!cs161agc From: cs161agc@sdcc10.ucsd.EDU (John Schultz) Newsgroups: comp.graphics Subject: Re: Stereoscopic 3D Flight Simulator Message-ID: <56@sdcc10.ucsd.EDU> Date: 16 Jan 89 07:57:49 GMT References: <2644@udccvax1.acs.udel.EDU> <45@sdcc10.ucsd.EDU> <413@uwslh.UUCP> <8467@edsews.EDS.COM> Reply-To: cs161agc@sdcc10.ucsd.edu.UUCP (John Schultz) Organization: University of California, San Diego Lines: 18 In article <8467@edsews.EDS.COM> charette@edsews.EDS.COM (Mark A. Charette) writes: >Microcomputer Displays, Graphics, and Animation >Bruce A. Artwick Good book, but it just scratches the surface. It covers the basic 3D matrix math (including the little known Quaternions!), talks about using fixed point, etc, but I am looking for database information, polygon clipping/elimination, etc. I've got a little "remote control airplane" simulator up and running using shaded polygons, which runs quite fast. I'm looking for ways to run faster, especially how to process the "terrain" without examining/processing _every_ object. Thanks, John Schultz