Questions tagged [culling]

133 questions
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Early stencil culling

I'm trying to get early fragment culling to work, based on the stencil test. My scenario is the following: I have a fragment shader that does a lot of work, but needs to be run only on very few fragments when I render my scene. These fragments can…
Fred
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Frustum culling when Bounding Box is really big

When bounding box's all 8 vertex is out side the frustum, it won't be rendered. But if sth happened like shown above. That object should be in the display list. Any idea?
sindney
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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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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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Choice of sphere/frustum overlap test

I’m trying to comprehend something that’s probably a lot easier than I think right now so hopefully someone might be able to help me understand what I describe below. I know that a sphere is outside the view frustum if it’s completely behind at…
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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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Vertex Winding Order in DX11

I'm trying to draw a simple square with dx11, but the order of the indices of each triangle determines whether or not it shows up. I set the cull mode to none in the rasterizer state, but it doesn't seem to change anything. If I specify the…
pghazanfari
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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…
chamberlainpi
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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…
Name
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