
Have you noticed it occurs at specific locations ? Being near the camera for example ?
And are you sur of your bounding spheres ? Try to draw them, and check if it is radius instead of -radius
quote:
Original post by MVquote:
Original post by ZMaster
BTW: Is anyone familiar with the problem, that objects that lie within the view are culled though they shouldn be? If I fake the position of the object (for example give a y - 10 value to my CheckCubeInFrustum() function) it''s not culled anymore.
Using bouding boxes, sometimes the corners of your box are outside the frustum (each side of the frustum for example)so it''s culled but it shouldn''t.\ /+-\--/---+| \/ || || || |+--------+
The tutorial mentions this problem but dont solve it. I solved it, but I use my own function for culling.
quote:
Original post by ALiENiD
For object culling, you could use occlusion query. It''s a method where you draw a bounding box to your object and ask the graphics card if the object is visible. In OpenGL you could use NV_occlusion_query or ARB_occlusion_query for example.
[edited by - ALiENiD on September 8, 2003 5:53:11 AM]