Jump to content
  • entries
  • comments
  • views

Things have changed

Sign in to follow this  


I believe I've implemented frustum culling successfully. I do the culling with bounding spheres in two passes. First pass test against "sectors", these span 50x50x50 units. Next I cull the remaining map objects individually. I also boosted the rendering a bit using gldrawelements and selective rendering. Let's say I got these boxes:

Notice how the red sides of the topmost box gets overlapped by the neighbors. The sides for that box are wasted pixels that never will show. I have minimized this problem with the option to turn on and off each side of the box... so a correct rendering of the above scenario would be to have a box without the sides, like this:

I can simply add two versions of the same image and reuse the texture memory and choose not to render the sides of the box. This saves valuable fill rate.

For anyone needing a frustum culling algorithm using OpenGL I can recommend this tutorial by Mark Morley.

Next up I got some serious bug fixing to do before implementing new features.

Sign in to follow this  


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!