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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
Apr 16, 2015 at 10:14 history edited Joao Pincho CC BY-SA 3.0
Added some more info
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.
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
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Apr 15, 2015 at 14:03 history edited Joao Pincho CC BY-SA 3.0
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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