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Any interest in a frustum culling tutorial?

Started by December 07, 2000 02:18 PM
7 comments, last by Toom 24 years, 2 months ago
Any interest in a frustum culling tutorial? I''d be happy to write one up for NeHe''s site using his framework. I spent over a week trying to figure out how to test bounding volumes (boxes and spheres) against the current view frustum in OpenGL. I never did find a single example that worked properly (you''d be surprised how many implementations I found that are actually wrong, even though they *appear* to be working on-screen). Mostly what I found was other people trying to figure out the same thing... but I have it all working now. This tutorial would allow you to move around a field full of spheres and boxes of varying sizes, allow you to increase or decrease the number of objects, change the FOV on the fly, and turn frustum culling on or off. It would include all the functions needed to extract the frustum plane equations based on the current view, and test points, spheres, and boxes against them. Toom
Please do that would be great!
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yep, thats great

we wanna play, not watch the pictures

If that's not the help you're after then you're going to have to explain the problem better than what you have. - joanusdmentia

My Page davepermen.net | My Music on Bandcamp and on Soundcloud

YES!!! Please do!!!!
Absolutely!

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"Two wrongs do not make a right; it usually takes 3 or more."


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"Two wrongs do not make a right; it usually takes 3 or more."
Some mistakes are too much fun to only make once.
Never anger a dragon, for you are crunchy and you go well with brie.

Yeah, this is an important topic. Nehe has lots of FX and general stuff technics, but there are no tutorials on advanced engine stuff like HSR or frustrum culling

Tim

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www.gamedev.net/hosted/glvelocity


Tim--------------------------glvelocity.gamedev.netwww.gamedev.net/hosted/glvelocity
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Ok, I''ll do it, should be ready by the weekend. Of course, I don''t know if NeHe will put it on his site or not, but I''ll make it available on my own site if he doesn''t want it.

Toom
Toom, are you going to introduce a basic BSP too?

a2k
------------------General Equation, this is Private Function reporting for duty, sir!a2k
This one is strictly about speeding things up by testing bounding volumes and culling objects outside the frustum before sending them to OpenGL. The tests are useful regardless of your space partitioning mechanism.

However a "sequel" to this tutorial that builds on it could demonstrate BSP and Octrees...

Toom

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