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okonomiyaki

beginning Quadtree

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I have my terrain accurately split up into a quadtree now. I''m stuck on how to do culling (like don''t draw if it''s outside the view frustum). I know it''s a simple test of determining whether a point is on the left or right of certain planes, but how can I extract the planes from the view frustrum and what exactly is that equation to determine which side a point is on? It''s some dot3 evaluation isn''t it? I looked around for a while and everything I found just explains the concept but doesn''t tell me how to implement it. I''m using DirectX 9.0. Thanks!

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Here is a superb tutorial on Frustum Culling, it is OpenGL but easily converted to DirectX, this is what I used for my frustum culling.

Link : http://www.markmorley.com/opengl/frustumculling.html

Hope it helps,
Steve

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