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Rushyo
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A quick search through the web suggests there's quite a few methods of potentially detecting back-culled faces on the CPU.

The purpose of the check is to evaluate whether to performing other operations such as tessellations is reasonable by dynamically altering the LOD of visible polys based on the number of polys on the screen.

What would your suggestions be for implementing this? Speed isn't necessarily the greatest concern - for this prototype mathematical simplicity is more important. Code snippets welcome :-)

Edit: It seems obvious to me to calculate the dot product based on the camera's viewing vector in world-space against the surface normal vector - but I'm asking this question because I'm intrigued as to why everyone and their (programming genius) dog seems to have an alternative method of handling this.

A quick search through the web suggests there's quite a few methods of potentially detecting back-culled faces on the CPU.

The purpose of the check is to evaluate whether to performing other operations such as tessellations is reasonable by dynamically altering the LOD of visible polys based on the number of polys on the screen.

What would your suggestions be for implementing this? Speed isn't necessarily the greatest concern - for this prototype mathematical simplicity is more important. Code snippets welcome :-)

A quick search through the web suggests there's quite a few methods of potentially detecting back-culled faces on the CPU.

The purpose of the check is to evaluate whether to performing other operations such as tessellations is reasonable by dynamically altering the LOD of visible polys based on the number of polys on the screen.

What would your suggestions be for implementing this? Speed isn't necessarily the greatest concern - for this prototype mathematical simplicity is more important. Code snippets welcome :-)

Edit: It seems obvious to me to calculate the dot product based on the camera's viewing vector in world-space against the surface normal vector - but I'm asking this question because I'm intrigued as to why everyone and their (programming genius) dog seems to have an alternative method of handling this.

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Rushyo
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Methods to 'cull check' polys in OpenGL

A quick search through the web suggests there's quite a few methods of potentially detecting back-culled faces on the CPU.

The purpose of the check is to evaluate whether to performing other operations such as tessellations is reasonable by dynamically altering the LOD of visible polys based on the number of polys on the screen.

What would your suggestions be for implementing this? Speed isn't necessarily the greatest concern - for this prototype mathematical simplicity is more important. Code snippets welcome :-)