Questions tagged [culling]

123 questions
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Loose octrees for frustum culling - Need some advice

I am implementing frustum culling for dynamic objects into my engine and have been reading as mush as I can about "loose octrees". Unfortunately most sources are quite vague and really it's just lots of posts of people saying how good they are and…
Downie
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Back facing polygons in opengl

In OpenGL you can draw only back-facing polygons, only front facing polygons or both. If you render a manifold triangle mesh, then clear the frame-buffer but not the depth buffer, then again render only the back facing polygons. What do expect to…
user545365
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Culling items that are outside the visible area

From the docs: The default renderer does not do any CPU-side viewport clipping nor occlusion detection. If something is not supposed to be visible, it should not be shown. Use Item::visible: false for items that should not be drawn. The primary…
Stefan Monov
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handling large bitmaps in OpenGL ES and Android

I created a map app that uses a very large image as my map. It shows high resolution tiles when the user zooms in to a certain degree and a lower-res bitmap of the whole image when zoomed out past 50%. It works OK, on my origional droid sometimes I…
jfisk
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Opengl Mirror transform backface culling

In openGL, I've got an object that I scale by -1 along an axis... this results in the object not rendering properly because all the front faces are now back faces. Short of disabling culling, how would I get this object to render right? Is there a…
Ian Nafiri
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GLSL shader: occlusion order and culling

I have a GLSL shader that draws a 3D curve given a set of Bezier curves (3d coordinates of points). The drawing itself is done as I want except the occlusion does not work correctly, i.e., under certain viewpoints, the curve that is supposed to be…
vicrucann
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Efficient frustum culling while using shaders

I'd like to know what's the most efficient way of doing frustum culling using the programmable pipeline. I mean, if I understand correctly, following the method described here: Geometric Aproach (by the way the only method described there that…
NapardBlose
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Three.js Unculled SkyBox

I am attempting to have my skybox not be affected by the camera.far parameter. I would like to cull all other scene objects with this just not the skybox. When I set skyBox.frustumCulled = false; it makes no difference. skyBox being the mesh of…
Hobbes
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Frustum and sphere intersection

I'm reading along this neat article here: Frustum Culling and it reads that to find the distance between a sphere and a frustum side (a plane) is: C = center of sphere N = normal of plane D = distance of plane along normal from origin Distance =…
sgtHale
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Opengl Depth buffer and Culling

Whats's the difference between use back face culling and a buffer of depth in OpenGL?
Lucas
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Culling offscreen tiles in an Isometric engine

For a university term project, I'm working on a graphical roguelike (I'm aware of the contradiction in terms :P) that uses an isometric display. What I'm trying to figure out is, since drawing all the tiles is stupidly expensive and unnecessary,…
Sukasa
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Incorrect-Reversed Backface Culling?

glEnable(GL_CULL_FACE); glCullFace(GL_BACK); I have been trying to implement deferred rendering for 2 weeks. But all of the meshes in my test program are culled reversely. The code above should be the correct way to render a model. Every example i…
deniz
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How to lookup screen-bounded tile indices in a rotated tilemap?

Normally, an Axis-aligned (rotation = 0) tilemap is easy to iterate through the visible tiles on the screen. But how do you "cull" or filter the tile indexes when the entire tilemap is rotated? NOTE: This is for improving a tile-rendering class in…
bigp
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OpenGL Back Face Culling Causing Weird Results

I'm trying to create a simple cell shader effect, and it involves back and front face culling. But so far, my culling results are rather odd. Setup OpenGL source code: // init…
Aaron
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In 2d graphics, what's the performance overhead of rendering to a target, then to the screen?

I'm making a splitscreen game. When I render each of the splitscreens, there is some overlap outside the boundaries of the screen. The screen will be say 10x10 tiles big. If you move half a tile to the right, assuming the splitscreen view is…
NibblyPig
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