Green_Baron said:This approach does not test against planes but coordinates (first near/far, then x/y). Would it solve the problem of false positives ?
http://www.lighthouse3d.com/tutorials/view-frustum-culling/radar-approach-testing-points/
This only tests points though, if you think about a triangle, all points could be outside the frustum, but the segments still interesting the frustum, so the triangle would incorrectly be marked as not visible.
Beosar said:Green_Baron said:This approach does not test against planes but coordinates (first near/far, then x/y). Would it solve the problem of false positives ?
http://www.lighthouse3d.com/tutorials/view-frustum-culling/radar-approach-testing-points/
The link doesn't work for me:
You don't have permission to access this resource.Server unable to read htaccess file, denying access to be safe Additionally, a 403 Forbidden error was encountered while trying to use an ErrorDocument to handle the request.I don't think testing points instead of planes helps. I don't see what's wrong with the original approach, it should work.
Alternatively, just render the scene to a 32 bit uint render target and give each element a unique index and then just read the texture. This way you won't select things that are behind another thing.
I need to select eveything that interesects the frustum, like a marquee selection