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Trandafira

Frustum Culling issue

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I have written a frustum culler that takes into account the w coordinate of transformed vertices of bounding boxes of all of my objects. The problem i am having, is that i cull out meshes that cover more than the frustum such as a large sea plane. Would anyone know a solution to this problem?

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The standard frustum culling algorithm, correctly implemented, should not cull bounding boxes whose vertices do not lie in the frustum but that nevertheless intersect the frustum (I assume this is the case you're having trouble with).

If you can describe in more detail the algorithm you're using currently, we can probably help you identify the source of the problem.

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I'm using a technique that works rather well:
if the camera is inside an objects bounding volume (or radius) it gets rendered.
This requires a calculation of object-cam distance, but if you're using some kind of L.O.D scheme, you are probably calculating the distance to each object already.

However;
If the game is heavily centered around a water plane I'd suggest you draw it all the time anyway. :)

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