Timeline for Cannot find bug in frustum culling code
Current License: CC BY-SA 3.0
20 events
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Sep 3, 2016 at 23:57 | 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. | |
Aug 3, 2016 at 20:35 | 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. | |
Jul 3, 2016 at 18:41 | 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. | |
Jun 1, 2016 at 13:47 | 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. | |
Apr 16, 2015 at 14:10 | comment | added | mklingen | Also, the Monogame frustum code might help you. | |
Apr 16, 2015 at 14:08 | comment | added | mklingen | @RhiakathFlanders sorry I was just having some trouble following your logic. | |
Apr 16, 2015 at 10:19 | history | edited | Joao Pincho | CC BY-SA 3.0 |
Added some more info
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Apr 16, 2015 at 10:14 | history | edited | Joao Pincho | CC BY-SA 3.0 |
Added some more info
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Apr 16, 2015 at 9:36 | comment | added | Joao Pincho | @mklingen. Thanks for the edit. I keep typing occlusion, dunno why. Argh. Still, i don't understand your comment. If the dotproduct is positive, i DO assume it's INSIDE the frustum, not OUTSIDE. What do you think is reversed in my check? | |
Apr 16, 2015 at 9:35 | comment | added | Joao Pincho | @jibb. That was just so i could put a watch on D, while debugging. | |
Apr 16, 2015 at 3:41 | answer | added | Jibb Smart | timeline score: 1 | |
Apr 16, 2015 at 2:50 | comment | added | Jibb Smart | Just a minor note: float D ... the result isn't getting used, but instead being immediately recalculated afterwards. Not that it affects the logic. Still thinking on your actual question. | |
Apr 15, 2015 at 17:06 | history | edited | mklingen | CC BY-SA 3.0 |
This question isn't about occlusion culling, but frustum culling.
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Apr 15, 2015 at 17:05 | comment | added | mklingen | GetDistance will be positive whenever the point is in the same direction as the plane's normal, negative when it is in the other direction. Your check seems to be reversed. If the normal of the top plane is pointing down, then points inside will have positive dot product, not negative. | |
Apr 15, 2015 at 15:13 | comment | added | Joao Pincho | I already did. The normals seem ok. As I mentioned in the post, the normals for the top plane seem to point mainly downwards, and slightly to the negative Z ( which is correct, in OpenGL ). Unfortunately, that whole GetDistance call is the part where it says the point is outside, so something is wrong... | |
Apr 15, 2015 at 14:56 | comment | added | mklingen | for some debugging help, try drawing the normals of all the planes, and determine which planes each object is inside. Usually this kind of bug comes from having your plane normals pointed the wrong way. | |
Apr 15, 2015 at 14:16 | history | edited | Joao Pincho | CC BY-SA 3.0 |
added 274 characters in body
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Apr 15, 2015 at 14:03 | history | edited | Joao Pincho | CC BY-SA 3.0 |
added 96 characters in body
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Apr 15, 2015 at 14:00 | review | First posts | |||
Apr 15, 2015 at 16:57 | |||||
Apr 15, 2015 at 13:54 | history | asked | Joao Pincho | CC BY-SA 3.0 |