0
votes
0answers
109 views

Incorrect frustum culling with center/half-size AABB

I'm trying to implement an axis-aligned bounding box with center/half-size instead of min/max. And I have some problems when it comes to create a method to detect if the aabb is visible or not. I try ...
-1
votes
1answer
73 views

A quick question about culling

So I have some vertices that I'm drawing with XNA and the issue I had ages ago was that they weren't appearing when the camera was placed above them. By turning on backface culling this fixed it, but ...
2
votes
1answer
266 views

Frustum culling with third person camera

I have a third person camera that contains two matrices: view and projection, and two Vector3's: camPosition and camTarget. I've read up on frustum culling and it makes it seem easy enough for a first ...
2
votes
2answers
165 views

XNA Sprite Clipping Incorrectly During Rotation

I'm having a bit of trouble getting my sprites in XNA to draw when near the edge of the screen. Seemingly if you use SpriteBatch to draw then XNA will not draw it if for example (mPosition.X + ...
3
votes
1answer
91 views

If I use my own normal values, should I turn off winding order culling?

I've discovered that I managed to program a series of boxes with indexed vertices in such a way that every other triangle (Half of each face) has a backwards winding order. As a result, XNA is ...
2
votes
1answer
235 views

Deferred rendering with both Clockwise and CounterClockwise culling

I have a deferred rendering system that works well with objects that appear solid and drawn using CounterClockwise culling. I have a problem with Clockwise culled objects that are supposed to ...
5
votes
4answers
3k views

How to clip cut-off text in a textbox?

I'm writing a textbox class for my XNA game and I'm using SpriteFont to draw the text. It's only a single line textbox so when the text width exceeds the size of the rectangle box, it currently just ...
3
votes
1answer
1k views

BoundingFrustum Performance Issues

I have noticed that BoundingFrustum.Intersects() is a rather slow check in XNA. I am doing only 256 checks per frame and it eats up arround 50-60% of availible time when running at 60fps. This is kind ...