bleifrei
04-28-2003, 02:00 PM
Hi There!
First, sorry for my bad english.
I'm a newbie in opengl programming, on my bumpy path through Redbook. And I've become a bit confused. http://www.opengl.org/discussion_boards/ubb/smile.gif
Suppose that I plan to write a program which draw many houses in 3d and these houses consist of many prebuilt objects(walls, doors, windows, roof, etc). I've read in RB, that enabling depth test in opengl increase performance. Nearest object drawn, covered object not drawn, right? I've read something about frustum culling( it says: "DONT DRAW WHAT CANNOT BE SEEN.") But depth test deal with hidden surface removal, then what need is there for frustum culling? Is anything outside a clipping plane "nothing" for opengl? And why programs need for (for example) BSP tree algorythm to increase performance of rendering of bigger scenes?
I will greatly appreciate any help!
First, sorry for my bad english.
I'm a newbie in opengl programming, on my bumpy path through Redbook. And I've become a bit confused. http://www.opengl.org/discussion_boards/ubb/smile.gif
Suppose that I plan to write a program which draw many houses in 3d and these houses consist of many prebuilt objects(walls, doors, windows, roof, etc). I've read in RB, that enabling depth test in opengl increase performance. Nearest object drawn, covered object not drawn, right? I've read something about frustum culling( it says: "DONT DRAW WHAT CANNOT BE SEEN.") But depth test deal with hidden surface removal, then what need is there for frustum culling? Is anything outside a clipping plane "nothing" for opengl? And why programs need for (for example) BSP tree algorythm to increase performance of rendering of bigger scenes?
I will greatly appreciate any help!