• Advertisement

Archived

This topic is now archived and is closed to further replies.

Do I need to implement this in DX8?

This topic is 5926 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 I am writing a very basic 3D engine using DirectX 8, and I want to add Hidden surface removal, using the 3D backface removal algorithm, but my question is do I need to implement this in DirectX 8?, I ask this because Dx8 has a render state (D3DRS_CULLMODE, D3DCULL_CW) wich seems to do the same thing? By other Hand if I implement this with my own code, how can I use to remove the "invisible" polygons from my vertex buffer? Thanks in advance! Oscar

Share this post


Link to post
Share on other sites
Advertisement
No you didn''t need to implement your own backface culling algorithm. It is taken care by DX8.
What you need is higher level culling mechanism such as view frustum culling, octree, BSP, etc.

Share this post


Link to post
Share on other sites

  • Advertisement