Jump to content
  • Advertisement
Sign in to follow this  
Enjoy

Frustum problems

This topic is 3794 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello everyone, In my game I am using some simple frustum culling. It is calculating, basing on combined matrix (PROJECTION X MODELVIEW). Culling is working right for me only for a NEAR plane. If I am trying to cull LEFT and RIGHT planes, too much culling is taking place. And also, NEAR plane culling is working in an inverse way. I mean, that it should be: if ( plane_point_dist(point) < - sphere_radius) cull; But for me is working: if ( plane_point_dist(point) > sphere_radius) cull; Why could this be? Thank you in advance, Ilya.

Share this post


Link to post
Share on other sites
Advertisement
I think you need to provide some more information if someone is going to be able to help you. (some relevent source code snippets).

There are other methods for calculating the view frustum that does not involve using OpenGL's modelview and projection matrices though:

This method works great for me

I hope this helps.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!