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RE: Frustrum Culling Michael Braitmaier (5 replies, 0 views) (2000-Sep-6)
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I don't know what you mean with visibility check: 1. If you mean: check if a object is in your visible area of the camera (the view frustum) then you can use it as a visibility check. For example all objects that are not fully located within the view frustum can be skipped when rendering (just an example strategie). 2. If you mean: check if a object is visible related to other objects in the visible area you have to use the z-buffer or depth buffer which stores the value of the distance from the object to the near clipping plane (I think, perhaps it is the distance from the object to the camera). By comparing the z-buffer values of two objects you can determine which one has a larger distance frim the near clipping plane and you can so determine which ine of the objects may be hide the other one. Hope this helps Michael


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RE: Frustrum Culling rolly (4 replies) (2000-Sep-7)
RE: Frustrum Culling Michael Braitmaier (3 replies) (2000-Sep-7)
I tihnk I get it... Jack Hoxley (2 replies) (2000-Sep-7)
RE: I tihnk I get it... Michael Braitmaier (1 reply) (2000-Sep-7)
cheers; Jack Hoxley (0 replies) (2000-Sep-7)

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