Frustum culling using bounding boxes for objects to cull, need tutorial/example.

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1 comment, last by ankhd 11 years ago

Hi does anyone know of a easy to use tutorial for frustum culling and uses bounding boxes ( not axis aligned ) for the tests?.

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I have an example that tests if a cube is outside the view frustum: https://github.com/larspensjo/ephenation-client/blob/fb5094c88fc31ea1f63bdf7dc8ffeb62eca50f64/Source/render.cpp#L201.

It is actually a little complicated. It may be that all vertices are outside of the view frustum, but that some part of the cube is still inside. My example uses a simplification, only testing if all vertices are outside at the same side.

[size=2]Current project: Ephenation.
[size=2]Sharing OpenGL experiences: http://ephenationopengl.blogspot.com/

Hello try this http://www.flipcode.com/archives/Frustum_Culling.shtml

and http://www.chadvernon.com/blog/resources/directx9/frustum-culling/

and this may be a good read http://www.gamedev.net/topic/515371-frustum-corner-point-calculation/

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