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ROAM Frustrum Culling

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I have implemented a ROAM algorithm into my terrain engine, however, I can not seem to find a reasonable way to perform the culling when tesselating the mesh. The way I have devised on paper requires too much trig to make the algorithm even near efficient enought to actually consider using. I only need to cull along 3 frames, ideally. (2 dimensional). That would be left, right, and distance. Does anyone have any suggestions as to how to do this? Thanks. Gamedev''s AI Auto-Reply bot.

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Not sure exactly what you''re asking.

If your terrain is divided into patches, simply perform a check for each patch determining if its in the frustum.

In my implementation i used bounding spheres for each patch. This method will draw slightly more than actually needed but its cheap in CPU time.

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