Questions tagged [culling]

133 questions
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Extracting View Frustum Planes (Gribb & Hartmann method)

I have been grappling with the Gribb/Hartmann method of extracting the Frustum planes for some time now, with little success. I want to build a camera view-frustum to cull my scene. I am working with column-major matrices in a right-handed…
DAVco
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Should I always use GL_CULL_FACE?

Should I always be using this method when rendering? Does it slow down much on bad graphics cards? If the end result will not have many culled faces, should I even be using this method then?
Newbie
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9
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5 answers

3d Occlusion Culling

I'm writing a Minecraft like static 3d block world in C++ / openGL. I'm working at improving framerates, and so far I've implemented frustum culling using an octree. This helps, but I'm still seeing moderate to bad frame rates. The next step would…
Emma
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9
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State of the art Culling and Batching techniques in rendering

I'm currently working with upgrading and restructuring an OpenGL render engine. The engine is used for visualising large scenes of architectural data (buildings with interior), and the amount of objects can become rather large. As is the case with…
9
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1 answer

Deferred Rendering with Tile-Based culling Concept Problems

EDIT: I'm still looking for some help about the use of OpenCL or compute shaders. I would prefer to keep using OGL 3.3 and not have to deal with the bad driver support for OGL 4.3 and OpenCL 1.2, but I can't think of anyway to do this type of…
8
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3 answers

what is a clockwise face in openGL

In back face culling you may either use the face normals to see if the face is pointing away from the camera of you may do some technique with if the triangle is drawn clock wise or counter clock wise. I am confused about this technique with the…
Dan Webster
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7
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Best solution for 2D occlusion culling

In my 2D game, I have static and dynamic objects. There can be multiple cameras. My problem: Determine objects that intersect with the current camera's view rectangle. Currently, I simply iterate over all existing objects (not caring wheter dynamic…
Hamilton
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Confused About Triangle Winding And Transformations

First of all, I want to apologize for such a long question. You don't have to read it. You may jump straight to the questions part and then look up for details if needed (I have tried to provide as much information as possible, because in my…
Armen Tsirunyan
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6
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"Radar approach" to Frustum Culling: fail at first simple test?

Trying to get at least the very simple part 1 of the Lighthouse3D Radar Frustum Culling tutorial to work... and am absolutely baffled that I can't even make that part work in my renderer. So the first step is: you test if a point is in front the…
metaleap
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OPENGL ARB_occlusion_query Occlusion Culling

for (int i = 0; i < Number_Of_queries; i++) { glBeginQueryARB(GL_SAMPLES_PASSED_ARB, queries[i]); Box[i] glEndQueryARB(GL_SAMPLES_PASSED_ARB); } I'm curious about the method suggested in GPU GEMS 1 for occlusion culling where a…
Dave
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DirectX 11 frontface direction

When creating a rasterizer I set the rasterizer description like so: rasterDesc.AntialiasedLineEnable = false; rasterDesc.CullMode = D3D11_CULL_BACK; rasterDesc.DepthBias = 0; rasterDesc.DepthBiasClamp = 0.0f; rasterDesc.DepthClipEnable =…
theCNG27
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How to integrate indirect draw, instanced rendering and gpu occlusion culling in OpenGL

I am working on a rendering engine that uses draw indirect and instanced rendering to render scene geometry. Some objects are procedurally generated from instanced base shape such as a cube or a sphere, others are mesh objects that are instanced and…
MarekMycz
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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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4
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'Culling' in a voxel world

I have a world full of voxels, lets say that my world is 320*320*96 voxels. My idea is to load that entire world into the ram of my videocard so that no peformance is lost in transferring new "chunks" to the GPU. The amount of faces generated to…
windwarrior
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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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