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Frustum Culling

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I''m really needing a good tutorial about Frustum Culling.. I''m searching for it since last week, but I dont find nothing relationated with it and DirectX. Please, if somebody knew a tutorial about it, send me! The darkness isn''''t nothing more than a way to see the clear.

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There is a cull example in the DX 8.1 SDK. The basics are, make 6 planes representing your 6 view planes and test for each object, which side of it they are. The transformations you later conduct on either the planes or the geometry is dependant on your application. There are many books that give detailed explanations on this than I do.

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