View Full Version : In need: frustum culling code...

03-18-2003, 01:03 AM
do you guys have a frustum culling code other than that shown by markmorley/gametutorials? is there another way than what is taught by gametutorials?

03-18-2003, 02:49 AM
Where's the problem? It works.
If you don't like it you can create your own, using math, but that is likely to be worse.

03-18-2003, 01:36 PM
I should'nt think there will be many variations on frustum culling.

Break the scene into blocks (cube requires only 8 points).
Check if any part of the scene is in the view frustum.

If so draw it.
If not, dont.

I used the version on Nehe.

If you find a better way, let me know.

03-18-2003, 06:50 PM
i have tried the frustum culling code in gametutorials.com. true enough, it works, except that i notice that it doesn't remove polygons properly on the right plane.

i'll give you guys a screenshot of what i mean in a while... http://www.opengl.org/discussion_boards/ubb/smile.gif.

03-19-2003, 12:31 AM
Subdividing the scene into cubes is equivalent to space partitioning algorithms like Octree.

Frustum Culling is the clipping of the vertices on the camera viewing volume.

Code: http://www.markmorley.com/opengl/frustumculling.html http://rasterized.tripod.com/Articles/FrustumCulling.html


03-19-2003, 11:42 AM
Well, for those of you who want a nice looking frustum culling that is like moleys...

glMatrixMode( GL_PROJECTION ); // Setting our PROJECTION matrix for multiplication
glGetFloatv( GL_MODELVIEW_MATRIX, frustum->modl ); // Storing MODELVIEW Matrix for multiplication

glPushMatrix(); // Saving the current PROJECTION matrix
glMultMatrixf( frustum->modl ); // PROJECTION * MODELVIEW
glGetFloatv( GL_PROJECTION_MATRIX, frustum->clip ); // Our PROJECTION Matrix is our viewing volume

glMatrixMode( GL_MODELVIEW );

Tackata, multiplication is done!!!!
I am making a tutorial on this, but this is how I do it in it in case you guys want to get a head start...

Miguel Castillo