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intersecting theGL view frustrum with a cube

Started by February 06, 2005 02:37 AM
0 comments, last by _DarkWIng_ 19 years, 9 months ago
Heya. I'm doing some research on optimization of rendering, so here's a question you guys might help with. First: - my whole scene is divided into cubes (uniform spatial subdivision grid) - when i render, i want to check and see if a specific cube in the grid intersects the view frustrum - if it does not, then i dont have to render anything in that cube - So basically the question is - what is the best way to intersect a cube with the view frustrum. It is basically intersecting a parallelpiped with a cube, but I figure there might be some kind of openGL tricks to make it easier. The main problem im wondering is how can i get the corners of the view frustrum out of openGL?
For start you could use standard frustrum culling. Search on google as there are tons of articles about it. Then you could abuse your data-structure: by exploiting space coherency you could greatly reduce number of checks needed for each cube.
You should never let your fears become the boundaries of your dreams.

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