The culling tag has no wiki summary.
0
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1answer
75 views
How to get pixels affected by a light in deferred shading?
I implemented deferred rendering in my little engine using framebuffers but there is no dynamic lighting for now. The g-buffer contains positions and normals in view space and albedo.
To implement ...
1
vote
0answers
36 views
iSGL3D Occlusion Culling
I was testing a cool 3D Scene Graph Library called iSGL3D. Since I found some functions called alpha culling for displaying partly hidden objects (making the ones in front transparent). I was ...
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0answers
73 views
Radar approach to Frustum Culling… fail at first simple test. What's the problem?
Trying to get at least the very simple part 1 of the Lighthouse3D Radar Frustum Culling tutorial to work... and am absolutely baffled that I can't even make that part work in my renderer.
So the ...
1
vote
1answer
155 views
Creating a frustum for culling in world-space glm matrices
I need to do frustum culling where the bounding boxes are in world-space to determine which entities get to be updated/drawn. I was trying to use the classic projection/view matrix plane extraction ...
5
votes
1answer
306 views
Handling polygons in multiple nodes of an Octree
I'm building a 3d software renderer for grins to learn the math and rendering concepts. I've implemented the basic drawing of polygons with some basic optimizations like back face culling and frustum ...
16
votes
3answers
681 views
In modern AAA games with open environment and lot of static content (eg : crysis), how is occlusion culling performed?
Two ideas i have in mind :
1) Scene is rendered to a invisible buffer, using low resolution and low polygon count models (or even using only bounding volumes like cubes or spheres). The buffer is ...
2
votes
1answer
209 views
Extracting Frustum Planes (Hartmann & Gribbs method)
I have been grappling with the Hartmann/Gribbs method of extracting the Frustum planes for some time now, with little success. There doesn't appear to be a "definitive" topic or tutorial which ...
4
votes
1answer
94 views
Forcing early-z with raytracing
I'm working on a GLSL raytracer, and I need to be able to edit gl_FragDepth in the FS. However, doing so disables early-z culling. The scene is rendered front-to-back and the FS can only push points ...
0
votes
1answer
114 views
backface culling error (in world space)
I write simple software renderer. In my pipeline i have stage of backface culling.
But looks like it has some error (see picture).
I perform culling right after world transformation (is it correct?).
...
2
votes
2answers
115 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
73 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 ...
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2answers
166 views
My frustum culling is culling from the wrong point
I'm having problems with my frustum being in the wrong origin.
It follows the rotation of my camera but not the position.
In my camera class I'm generating a view-matrix:
void Camera::Update()
{
...
0
votes
0answers
168 views
Unity3D - Projection matrix camera frustum
I've used off centre projection to create a custom projection matrix for my camera.
When I run the game I can see the scene correctly in the game view but in the editor view the camera frustum is not ...
0
votes
0answers
179 views
Unity Frustum Culling Issue
I'm creating a game that utilizes off center projection. I've got my game set up in a CAVE being rendered in a cluster, over 8 PC's with 4 of these PC's being used for each eye (this creates a ...
0
votes
1answer
674 views
Changing the culling mode in the HLSL effect
I'm writing a cel-shading effect in HLSL and Direct3D 11, and I need to be able to flip the culling mode on the outline pass of the effect. I know you do this in XNA by setting CullMode to CW or CCW ...
3
votes
4answers
693 views
Linear search vs Octree (Frustum cull)
I am wondering whether I should look into implementing an octree of some kind.
I have a very simple game which consists of a 3d plane for the floor. There are multiple objects scattered around on the ...
2
votes
1answer
363 views
Adding VFACE semantic causes overlapping output semantics error
My pixel shader input is a follows
struct VertexShaderOut
{
float4 Position : POSITION0;
float2 TextureCoordinates : TEXCOORD0;
float4 PositionClone : ...
2
votes
1answer
189 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 ...
4
votes
1answer
232 views
How to cull liquids
I use culling on my Tiles in my 2D Platformer (XNA), so only ones needed are drawn on screen. Thats easy to do.
However, My Liquid tiles (Water, lava, etc) require an Update Method aswell as the ...
1
vote
1answer
356 views
Making XNA Play Nice With 3DS Max, Boundiing Spheres
I'm using 3DS Max 2010 with the KW x-porter plugin, which outputs a .X file (just downloaded the very latest version).
Been getting some odd results:
...
1
vote
2answers
763 views
Back-face culling in 2d openGL game
I have a 2d game I've made using openGL ES. The game contains a large quad that fills the entire screen (as a background image) and many smaller quads that make up a number of balls that bounce across ...
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4answers
2k 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
278 views
Does the projection matrix flip winding order in right handed systems?
I am using a right handed coordinate system for my world coordinates (so, positive x goes right, y is up, and z is towards you).
However, after projection and the w divide, nomalised device ...
3
votes
2answers
315 views
Methods to 'cull check' polys in OpenGL
A quick search through the web suggests there's quite a few methods of potentially detecting back-culled faces on the CPU.
The purpose of the check is to evaluate whether to performing other ...
2
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2answers
363 views
Is there any reason for doing back face culling in software?
I, a newbie, have been doing back face culling in javascript for my WebGL app because I didn't know gl.cullFace() existed. Is there any reason to use software-based culling instead of just passing all ...
2
votes
3answers
522 views
Culling Techniques for 3d OpenGL ES game
I'm developing a 3d flight simulator for Android and am using a relatively large (10k triangles) scene in 3ds format for the scenery. The scene is one polygon soup, not separated into separate ...
3
votes
2answers
1k views
Culling for a 2D, platformer game?
By culling, I mean, only rendering what is currently seen by the camera. In my game, nothing is tile based. Each object has a center point and that is where it is on the screen. The camera is ...
2
votes
2answers
207 views
Double sides face with two normals
I think this isn't possible, but I just want to check this:
Is it possible to create a face in opengl that has two normals?
So: I want the inside and outside of some cilinder to be drawn, but I ...
4
votes
4answers
2k views
What is a good practice for 2D scene graph partitioning for culling?
I need to know an efficient way to cull the scene graph objects, to render exclusively the ones in the view, and as fast as possible.
I am thinking of doing it the following way, having in each ...
3
votes
1answer
2k views
Calculating camera frustum planes using existing matrix
I'm trying to get basic frustum culling against an AABB working, and I'm having a bit of trouble figuring out how to extract the frustum planes from my camera's transform matrix. All the example code ...
2
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 ...
6
votes
2answers
802 views
Is frustum culling necessary in a Flash/AS3 game?
I'm making a 2D game where the map will be scrolled frequently, and only a small part of it will be visible at any time.
Which implementation would run faster?
The naive way: Make the map a single
...
