Questions tagged [culling]

133 questions
2
votes
1 answer

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
  • 51,118
  • 72
  • 200
  • 356
2
votes
1 answer

OpenGL : Line jittering with large scene and small values

I'm currently drawing a 3D solar system and I'm trying to draw the path of the orbits of the planets. The calculated data is correct in 3D space but when I go towards Pluto, the orbit line shakes all over the place until the camera has come to a…
batterj2
  • 130
  • 1
  • 10
2
votes
1 answer

Backface culling with Molehill

Using Flash 11 RC1 with the new Molehill API, I would like to enable backface culling. The beta documentation is pretty vague, but the example implies Molehill wants front-facing triangles to wind counter-clockwise, which is pretty normal. But when…
pjohansson
  • 17,796
  • 3
  • 17
  • 18
2
votes
0 answers

GPU frustum culling : why using scan?

I'm trying to implement frustum culling in the gpu. After reading a bit and also stumbling on this very helpfull repo : https://github.com/ellioman/Indirect-Rendering-With-Compute-Shaders , I've noticed that the goto implementation seems to be Test…
Ragekit
  • 41
  • 2
2
votes
1 answer

Shader Flipping Faces

I'm trying to construct a render engine using OpenGL and C++. but can't seem to get past this problem. The same model is being rendered 5 different times using different shaders, in 4 out of the 5 shaders the backface culling is working properly. In…
2
votes
2 answers

Best OpenGL culling method for old game rendering?

I am rendering some old geometry from an old game. Their client had some algorithm which allowed them to see which areas were nearby but I don't have that ability so I am looking into culling the unnecessary polygons. Currently, I am rendering every…
Satchmo Brown
  • 1,409
  • 2
  • 20
  • 47
2
votes
1 answer

Early-stencil culling without early-z culling

I already have an idea of the answer but I need to be sure. I render a scene in two pass. In the first pass, if depth test succeeds, I mark stencil bit as 1 : glEnable(GL_STENCIL_TEST); glStencilMask(GL_TRUE); glStencilOp(GL_KEEP, GL_KEEP,…
Kiord
  • 79
  • 7
2
votes
1 answer

Does setting camera's culling mask to Nothing when UI covers the screen is good?

I have a pretty large and full scene and therefore gets a lot of draw calls. Sometimes I display a video in the game, which covers the entire screen. When I tested my game with Unity's profiler tool I noticed that the camera still renders everything…
SagiZiv
  • 932
  • 1
  • 16
  • 38
2
votes
0 answers

OpenGL: Repeated use of transform feedback buffers overwrites already established textures

I have a working implementation of this technique for view frustum culling of instanced geometry. The gist of the technique is that we use a vertex shader to check if the bounds of an object lie within the view frustum, and if they do we output the…
2
votes
1 answer

Set attributes to a group as well?

guys. I wrote this simple script to set the backface culling to the selected objects. But I can't figure it out how to apply this to the selected group as well? import maya.cmds as cmds sel = cmds.ls(sl = True) for i in range(len(sel)): …
2
votes
2 answers

Is there a significant performance difference between using GL_CW in favour of GL_CCW with backface culling?

Let's say I enable backface culling using: glEnable(GL_CULL_FACE); I can configure which side faces are culled on using either of these: glFrontFace(GL_CW); glFrontFace(GL_CCW); Is there a significant performance difference if I choose one over…
Bartvbl
  • 2,878
  • 3
  • 28
  • 45
2
votes
1 answer

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
  • 1,703
  • 1
  • 24
  • 34
2
votes
0 answers

DirectX11 Hierarchical Culling with Compute Shaders

I'm interested in the best way to dispatch compute shader tasks for hierarchical culling. This would be with any kind of BVH, such as a Quad-tree, Oct-tree or Kd-tree, which stores a hierarchy of nodes, where child nodes are spatially contained…
David Clamage
  • 123
  • 2
  • 8
2
votes
1 answer

Occlusion with octrees

I just started learning opengl and writing a first person shooter but I'm getting horrible framerates when I draw 5000 cubes. So now I'm attempting to perform occlusion and culling using an octree. What I'm confused about is where to cast the rays…
Xavier
  • 8,828
  • 13
  • 64
  • 98
2
votes
1 answer

Back Face Culling for Line Loop

I am using z-buffer to render my 3D triangular mesh. However, when I rendered the model as a wireframe mesh, I also saw the triangle faces which should have been hidden by the front face. So, I used the back face culling as follows: …
wateva
  • 335
  • 1
  • 3
  • 12
1 2
3
8 9