6
votes
3answers
472 views

State of the art Culling and Batching techniques in rendering [closed]

I'm currently working with upgrading and restructuring an OpenGL render engine. The engine is used for visualising large scenes of architectural data (buildings with interior), and the amount of ...
2
votes
3answers
744 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
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 ...