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Hidden Surface Removal?

Started by July 14, 2000 07:09 PM
3 comments, last by Mike00 24 years, 7 months ago
People keep mentioning how programs run faster with hidden surface removal. Anyone know of any good tutorials for this? Thanks!
Did you do a search on:
  • Backface Culling
  • BSP Trees
  • Octrees
  • ...etc...


  • Check FlipCode, or the Demo stuff on GameDev here...
    Maybe use Altavista...

    There are lot''s of methods...what do you need exactly?

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    I don''t know. I just want my programs to run faster. I guess whichever way is the easiest. Thanks!
    Backface culling is probably the thing you want. It always in any situation will work.

    I have a little tutorial on Backface Culling on my homepage, but there are probably better ones...

    Have you checked out Flipcode or the demo coders stuff on Gamedev?

    here''s a quote from baskuenens backface-culling tutorial:

    "To calculate the vector from camera to vertex, you can first transform all vertices from object space to world space. Don''t do this! Use the inverse matrix transformation to calculate the camera position in object space! Now you only need 1 inverse matrix transformation, instead of the costly transformation of all vertices!"

    How do you do this??

    // thanks in advance, Ankan


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