CPU BACK FACE CULLING
Look up how to do normals, all you have to do is calculate the normal of a face, and if it is negative it is facing away and can be culled
Or, you could use glCullFace. The math required to find the normal is not involved, which makes this method faster on most machines.
Thanks
I need CPU culling.
I found normal finding code.
I''ve got CPU CULLING working but i''m not sure how.LMAO
I need cpu culling for generating texture coords for a models
like Quake 2 models.
6 side views get resized and plotted on a bitmap.
There is a problem though.
if a view has two or more tris overlapped. Oh well, More work.
I need CPU culling.
I found normal finding code.
I''ve got CPU CULLING working but i''m not sure how.LMAO
I need cpu culling for generating texture coords for a models
like Quake 2 models.
6 side views get resized and plotted on a bitmap.
There is a problem though.
if a view has two or more tris overlapped. Oh well, More work.
Game Core
It''s easy. Find the normal of the polygon and calculate the vector between the camera and the polygon. Then dotproduct the two and if it''s negative, you don''t render that polygon. Look it up in the articles section. There''s an article on it.
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My Site-My Tetris Clone w/Source
Come join us on IRC in #directxdev @ irc.afternet.org
Thanks!
I used the method ''RapidStunna'' mentioned. it works great. I added the normal for cam facing, but it is not needed.
I used the method ''RapidStunna'' mentioned. it works great. I added the normal for cam facing, but it is not needed.
Game Core
I think I didn''t understand what you mean with "CPU" backface culling... What''s that exactly?
Previously "Krohm"
What about using a tree structure (BSP) so you can cut down large amounts of faces at once? I''m not sure how this would work since each face would have to be processed to be sorted on to the tree. I''ve only just read about this and am not sure of the mathematical mechanics behind it...
Always code for the platform with most units in circulation.
Always code for the platform with most units in circulation.
Always code for the platform with most units in circulation.
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