Latest Culling Activity
For future reference/ if others ever want to try this out 🙂
I fixed the near plane, which is now a weighted average of the quads that are facing the camera. Here's the (not yet optimized) code:
std::vector<CR_VECTOR4> CMathHelper::CreateOccluderPlanes(const CR_VECTOR3 &pCameraPos, const CR_…
JoeJ said:
Yes. But my understanding is only very basic. The idea is similar to how we use occlusion queries. I think it would work somehow like this: You have clusters of geometry (like your ‘regions’). Each cluster has a bounding box, which you convert to bounding rectangles in screen space, which…
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