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Testing for Plane Intersection

Started by December 11, 2001 06:39 AM
2 comments, last by aleks_1661 23 years, 2 months ago
im creating a terrain engine, managed by quadtrees, how do i test if part of a tile is within the frustum, since it is posible that all the points lie out side?

tile    
 ______ 
|      |
|      |
|_/\___|
 /  
frustum 
 
in the diagram part of the tile is in the fustrum, but none of the corner points are, how can i quickly test for this? Edited by - aleks_1661 on December 11, 2001 7:41:42 AM Edited by - aleks_1661 on December 11, 2001 7:42:15 AM Edited by - aleks_1661 on December 11, 2001 7:42:56 AM Edited by - aleks_1661 on December 11, 2001 7:43:46 AM

Twitter: [twitter]CaffinePwrdAl[/twitter]

Website: (Closed for maintainance and god knows what else)

You should treat your tile as axis aligned bounding box and test it for frustum culling. You can find a tutorial about this at

http://www.neobrothers.de

The code is written in Pascal but it''s easy to read even for C++ programmers.

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how did you make the spaces in you post?
if i do it it looks like:
________
| |
| |
|________|
Theres an excellent article at

www.markmorley.com

on frustum culling in opengl.

Hope it helps

Mark.

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