Re: [Algorithms] View Frustum Culling
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From: gl <gl...@nt...> - 2001-01-22 16:28:37
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As for a DX way of doing it, you can ProcessVertices() your bounding box (as you suggest), and use GetClipStatus() to get the flags - never tried it though. -- gl ----- Original Message ----- From: SHA...@ao... To: gda...@li... Sent: Monday, January 22, 2001 3:49 PM Subject: [Algorithms] View Frustum Culling Hi, I've ported most of my 3D engine to DX8 from DX7 and have come to the point where I am going to cull octree nodes against the viewing frustum. I was using the ComputeSphereVisibility helper function but we all know this has been removed :) I can't quite see how the new Box&Sphere Probe against Ray tests can be used to achieve what I want, maybe someone could explain? What would be the easiest ( if not too slow ) way to do this. If have 2 main plans 1a) Create a sphere around the frustum and do sphere/sphere tests as a coarse cull 1b) then do either cone/sphere or 6 frustum planes/sphere tests 2) Possibly put AABB vertices in a VB and check the clip flags after transformation? Not even sure if 2 is possible or how to test the clip flags?? Regards, John. |