Hello everybody, I’m looking for an efficient “Occlusion Culling Algorithm”.
May I have some help please?
For example, “Hierarchical Occlusion Maps” or “pyramide Z-buffer” source code.
The easiest method nowadays is to use hardware-assisted occlusion culling, through the GL_ARB_occlusion_query extension. Search these forums for “occlusion” and you should find plenty of discussion on how that extension is used.
– Tom