nomad82

03-18-2003, 02:03 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?

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

nomad82

03-18-2003, 02:03 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?

M/\dm/\n

03-18-2003, 03:49 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.

If you don't like it you can create your own, using math, but that is likely to be worse.

03-18-2003, 02:36 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.

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.

nomad82

03-18-2003, 07:50 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.

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

naaina

03-19-2003, 01:31 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

Greetings,

naaina

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

Greetings,

naaina

Miguel_dup1

03-19-2003, 12:42 PM

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

glPopMatrix();

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

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

glPopMatrix();

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

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