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Triangle Culling in Direct3D8 Jack Hoxley (6 replies, 0 views) (2001-Jan-7)
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hi, could someone tell me how I can quickly reject geometry based on the projection matrix/clip planes? As in, I have a tile (of 4 vertices), how can I write a function CheckVisibility() that returns true if it'll be partly/completely on screen or false if it's not... In Dx7 we had ComputeSphereVisibility and stuff, but I cant find a way of getting the frustum clipping planes or any D3DX function to check visibility for me.... plz help, my Graphics engine is hugely inefficient without it :( Jack;


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Re: Triangle Culling in Direct3D8 Martin (5 replies) (2001-Jan-7)
Re: Triangle Culling in Direct3D8 Jack Hoxley (0 replies) (2001-Jan-8)
Re: Triangle Culling in Direct3D8 Jack Hoxley (0 replies) (2001-Jan-8)
Re: Triangle Culling in Direct3D8 Jack Hoxley (2 replies) (2001-Jan-8)
Re: Triangle Culling in Direct3D8 Sylvain Dupont (1 reply) (2001-Jan-9)
Cheers Jack Hoxley (0 replies) (2001-Jan-9)

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