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Triangle Culling in Direct3D8 Jack Hoxley (6 replies, 0 views) (2001-Jan-7) 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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