I'm trying to do deferred tiled shading in OpenGL using the compute shader but I have hit a snag when trying to create the frustum for each tile. I'm using AMD's Forward+ demo (written in D3D) as a ...
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 ...
I'm working on a game with a 2D view in a 3D world. It's a kind of shoot'em up. I've a spaceship at the center of the screen and i want that ennemies appear at the borders of my window. Now i don't ...
Are there any robust performant libraries for indexing objects? Objects would have bounds themselves, rather than being represented by points; and an object could therefore be in more than one ...
I currently am hiding objects that are not in the frustums view. However, some objects are still being rendered that are in the frustums view, but are hidden. My goal is to not render objects that ...
I've been reading through "Mathematics for 3D game programming and Computer Graphics" lately. Specifically definition of the view frustum and how the APIs generally process it, author introduces the ...