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Gammastrahler

problem with frustum culling

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hi, i have implemented frustum culling in my 3d-engine, the code is from a game programming tutorial. there was no need to modify this code, and the demo program with that code (scene with flying spheres) worked properly. but in my 3d engine, this works only for polygons when all of its points lie in the frustum. for example, if i are at some distance to a wall, the wall is drawn, but as i approach the wall, and it spans the entire screen, it dissapers - ok this is logical but how to handle this case? need i to implement space partitioning or someone else? thanks gammastrahler

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Guest Anonymous Poster
Change the distance to your near clip plane maybe? Or don''t let the camera get close enough to a polygon to clip it away with the near plane.

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Anon. poster, try reading his question before posting a reply which has nothing to do with his post.

Gammastrahler, do some checks to see whether the points are on opposing sides of the frustum, and you should be able to resolve it a bit.

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chain=chain->chain;

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