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DirectX culling tutorials

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Matthew, it essentially works exactly the same as in OpenGL. You should be able to take one of those tutorials and adapt it to fit your needs.

I'm not positive my frustum culling is working exactly right, but it did cut my triangle counts way down. You can reference my DirectX quadtree engine (specifically cterrain.cpp) to see how I did it. Keep in mind, this is really rough. It's not even really an engine-- just my attempt at learning the theory.

Brian Popp
My Terrain Coding Journal

[edited by - bpopp on March 31, 2003 2:38:29 PM]

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Thanks bpopp. Even something rough is good enough for me. I just need to see how it works in directx. When i tried to adapt an opengl version i couldn''t get it to work right.

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