Timeline for Frustum Culling behaves incorrectly with vertex shaded objects
Current License: CC BY-SA 3.0
12 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Apr 20, 2017 at 5:29 | history | tweeted | twitter.com/StackGameDev/status/854930051598569472 | ||
Apr 18, 2017 at 5:20 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
S Mar 8, 2017 at 10:17 | history | suggested | Mithical | CC BY-SA 3.0 |
switched image to stack.imgur
|
Mar 8, 2017 at 10:03 | review | Suggested edits | |||
S Mar 8, 2017 at 10:17 | |||||
Mar 2, 2017 at 22:26 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Jan 27, 2017 at 14:28 | answer | added | kolenda | timeline score: 1 | |
Jun 17, 2016 at 7:54 | comment | added | Syntac_ | Sorry I didn't realise this was in Unity, I'm unable to provide details on how to do it. | |
Jun 16, 2016 at 17:11 | comment | added | eclmist | I'm not sure I understand what you mean. Could you elaborate a bit more? | |
Jun 16, 2016 at 12:16 | comment | added | Syntac_ | I'm only talking about modifying a copy of the transform for frustum culling. | |
Jun 16, 2016 at 10:15 | comment | added | eclmist | Moving the object's transform would result in the vertex shader moving it further, not sure if that's what you meant though. | |
Jun 16, 2016 at 10:11 | comment | added | Syntac_ | Surely you'd have to apply the same math as in the vertex shader to the objects' transforms before frustum culling to match, doesn't have to be exact an approximation would be good enough. | |
Jun 16, 2016 at 9:34 | history | asked | eclmist | CC BY-SA 3.0 |