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Posted 03 November 2012 - 06:36 PM
Posted 05 November 2012 - 12:19 PM
Posted 06 November 2012 - 12:02 PM
Posted 06 November 2012 - 12:57 PM
Posted 07 November 2012 - 08:02 AM
The basic idea is that I need to perform frustum culling on some random terrain. The best way I can figure is to cut the terrain up into 'chunks' with their own position in the vertex and index buffers and then only render out 'chunks' that are at least partially visible.
Posted 07 November 2012 - 01:26 PM
Posted 07 November 2012 - 03:40 PM
You could improve your implementation by using octrees because if you find a node is outside then all it's children are outside so you never have to test each chunk.
Edited by larspensjo, 07 November 2012 - 04:02 PM.
Posted 07 November 2012 - 03:54 PM
Edited by James Leighe, 07 November 2012 - 03:56 PM.
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