culling Questions
2
I have been grappling with the Gribb/Hartmann method of extracting the Frustum planes for some time now, with little success. I want to build a camera view-frustum to cull my scene.
I am working wi...
Oloughlin asked 11/10, 2012 at 9:59
1
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 ob...
Typhogenic asked 21/6, 2013 at 10:38
3
Solved
In back face culling you may either use the face normals to see if the face is pointing away from the camera of you may do some technique with if the triangle is drawn clock wise or counter clock w...
1
EDIT: I'm still looking for some help about the use of OpenCL or compute shaders. I would prefer to keep using OGL 3.3 and not have to deal with the bad driver support for OGL 4.3 and OpenCL 1.2, b...
Moonset asked 14/4, 2013 at 0:14
1
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Trying to get at least the very simple part 1 of the Lighthouse3D Radar Frustum Culling tutorial to work... and am absolutely baffled that I can't even make that part work in my renderer.
So the f...
Trossachs asked 7/3, 2013 at 2:36
1
In my 2D game, I have static and dynamic objects. There can be multiple cameras. My problem: Determine objects that intersect with the current camera's view rectangle.
Currently, I simply iterate ...
1
Solved
First of all, I want to apologize for such a long question. You don't have to read it. You may jump straight to the questions part and then look up for details if needed (I have tried to provide as...
Shaving asked 29/8, 2011 at 14:56
2
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This question is actually for Unity3D, but it can also be a more general question, so therefore I'm going to make this question as general possible.
Suppose I have a scene with a camera (near = 0....
Padding asked 29/6, 2011 at 18:27
5
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I'm writing a Minecraft like static 3d block world in C++ / openGL. I'm working at improving framerates, and so far I've implemented frustum culling using an octree. This helps, but I'm still seein...
3
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Should I always be using this method when rendering? Does it slow down much on bad graphics cards?
If the end result will not have many culled faces, should I even be using this method then?
2
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Whats's the difference between use back face culling and a buffer of depth in OpenGL?
1
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