Which kinds of culling and clipping does XNA do for me as default, and which kinds does it not?
Z-culling? Backface culling? etc.
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Which kinds of culling and clipping does XNA do for me as default, and which kinds does it not? Z-culling? Backface culling? etc. |
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Z-culling (culls pixels that are behind already-drawn pixels in the Z-buffer) and back-face culling (culls triangles that are facing away from the camera) are handled by the They are also the names of properties where you can set those state objects on the The default values are:
There are other built-in states available on the state objects, see the static members for each state object (MSDN: XNA itself does not provide any built-in culling mechanisms, except exposing those provided by the graphics device. These include Z-culling and backface-culling. You could also argue that the stencil buffer, scissor tests, and the viewport are also kinds of culling. XNA does, however, provide some useful classes for adding your own, more advanced, object-level culling mechanisms. For example This question and answer provide some useful information about how to decide where culling is appropriate. |
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The default value is
http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.graphics.cullmode.aspx |
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