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Do I need to implement this in DX8?

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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

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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.

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