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CPU BACK FACE CULLING

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Thanks
I need CPU culling.
I found normal finding code.
I''ve got CPU CULLING working but i''m not sure how.LMAO
I need cpu culling for generating texture coords for a models
like Quake 2 models.
6 side views get resized and plotted on a bitmap.
There is a problem though.
if a view has two or more tris overlapped. Oh well, More work.

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It''s easy. Find the normal of the polygon and calculate the vector between the camera and the polygon. Then dotproduct the two and if it''s negative, you don''t render that polygon. Look it up in the articles section. There''s an article on it.

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What about using a tree structure (BSP) so you can cut down large amounts of faces at once? I''m not sure how this would work since each face would have to be processed to be sorted on to the tree. I''ve only just read about this and am not sure of the mathematical mechanics behind it...

Always code for the platform with most units in circulation.

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