Frustum culling and FPS

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1 comment, last by stu_pb 21 years ago
I have a simple brute force terrain program that is made of groups of terrain that are 10 vertices per side. I then used frustum culling to decide which groups to render. While rotating the camera the fps will drop dramatically but the number of rendered groups does not change. This only happens when I am at the edge of the terrain and rotating towards the terrain (the screen is becoming more full with terrain and less empty space). However, it happens before the number of rendered groups increases. Any suggestions would help me out a lot, thanks! I should probably be working now...
I should probably be working now...
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so at one point ur no objects are int he frustrum, and then you turn the camera around to a position where there are objects in the frustrum? Maybe your initially sending your geometry to the graphics when data is becoming in view, could it be that you upload the data to the graphics card only when geometry enter visibibly (as opposed to every frame)?
oversized bounding boxes?
¿We Create World?

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