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Frustum Culling

Started by Voltage, June 02, 2008

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Voltage

Some code that:

1) Rotates the camera
2) Extracts the view frustum planes from OpenGL
3) Loops through all objects (30 000)
4) Compares the objects bounding sphere to the frustum
5) Draws if possibly inside the view

The OpenGL window setup code is by rbraz (what a guy), thank you.

The frustum clipping is all explained http://www.crownandcutlass.com/features/technicaldetails/frustum.html.

The next steps on my list are:
1) Delta timing
2) FPS counter
3) Quadtree
4) Skydome

My goal for this engine is to be able to walk around a large world, with terrain with many objects.
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Clyde

Looking very cool, welldone dude :)
Still Putting The IT Into Gravy
If Only I Knew Then What I Know Now.


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benny!

Indeed. Looking good! Good job!
[ mycroBLOG - POUET :: whatever keeps us longing - for another breath of air - is getting rare ]

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Shockwave

Thats looking ace, Voltage :) Trees are a good choice to test this type of function.
Shockwave ^ Codigos
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Rbz

Works fine and smootly here, welldone dude
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ninogenio

very cool work voltage!

jim showed me how to do something like this before although i think we might have done it slightly diffrently http://dbfinteractive.com/index.php?PHPSESSID=17e57cb43b381ce0609ce8db11881ba0&topic=1690.0

what would be really cool would be to have a lib with these techniques that folks could just plug into there project.
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Jim

Did I?  Crikey, you're right!
The article Voltage linked to is much clearer, but it wastes a bit of effort in the sums.  Get it working first though :)

Jim
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