Culling faces
Does this just work with a dot product of a camera vector with a faces normal? Im assuming it works like:
glNormal3f(_,_,_);
glVertex3f(_,_,_);
glVertex3f(_,_,_);
glVertex3f(_,_,_);
So when it calls a draw function like glVertex, it checks the last normal that was loaded in. Correct?
...or clockwise/counterclocksie if there arn't any normals.
About the glNormal3f.. I havn't used imidiate mode for ages, but when you use normals from VBO:s, it uses those normals for the culling.
About the glNormal3f.. I havn't used imidiate mode for ages, but when you use normals from VBO:s, it uses those normals for the culling.
So when I cull the front AND back faces, shouldnt my framerate increase? I thought thats the point of culling but maybe I messed up something. Its not drawing anything on the screen, obviously , but the framerate is still the same.
Quote:but when you use normals from VBO:s, it uses those normals for the culling.
no theres no difference with VBO
glNormal3f(_,_,_); have no influence on wether a polygon is culled or not.
Quote:but the framerate is still the same.
it should make a bit of a difference (make sure your window is small (clear is an expensive operation) also disable vsync
Quote:Original post by dpadam450
So when I cull the front AND back faces, shouldnt my framerate increase? I thought thats the point of culling but maybe I messed up something. Its not drawing anything on the screen, obviously , but the framerate is still the same.
Culling both back and front shouldn't leave you with anything. ;)
Check to see if you have vsync turned on. This will lock your framerate and might be the cause.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement