Questions tagged [culling]
133 questions
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culling instanced meshes without geometry shader
Whats an effective way to cull instanced meshes
(f.e. 2000 trees, each with ~ 17 triangles) without using the geometry shader ?
Unfortunately my software supports only OpenGL ES 3.0, so have to cull in the vertex shader or somewhere else.
Another…

Meldryt
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C# XNA - Render(?) 3D object when off/half off screen. (Culling?)
Objects that are really large like, lets say a game map will outright not show up in XNA if their origin point is not on the screen.
I can't find a bloody thing on this. I have looked into culling and attempted to add it in a few forms to the…

Remm
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Wireframe rendering with depth-buffer in deferred rendering
I have a small OpenGL app for some scientific visualization with deferred rendering pipeline. I have got 2 passes: geometric pass, where I render textures with positions, normals, albedo, segmentation, e.t.c.; and lighting pass, where I just map…

Denis
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DirectX 11 front face culling does not cull front faces in shadow map
I try to implement shadow mapping (CSM) on DirectX 11 and succeeded to get a prototype working. Right now I have drawn the geometry using back face culling in the shadow map pass but I now want to switch to front face culling to further reduce…

Busy Beaver
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Frustum culling rectangles problem
I am trying to implement frustum culling in my OpenGL 2d game. The only kind of geometric objects in my game at this point are rectangles, so I thought this would be pretty easy, but I am getting unexpected results. I have setup a symmetrical…

Jacob
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OpenGL: Quads seemingly not culled properly
I have built a simple scene like the following:
The problem is, the blue shape is lower than the red one but somehow bleeds through. It looks proper when I rotate it like the following:
From what I searched this could be related to the order of…

SenselessCoder
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Babylon.js disable frustum culling for SolidParticleSystem?
I'm attempting some simple data viz of a point cloud. My scene contains nothing but a 40K particle SolidParticleSystem and a small ground plane used for a visual reference when moving the camera. Every time world 0,0,0 goes out of the view frustum…

amonroejj
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Efficient masking of an np.array to cull locations of bad pixels (Python 2.7)
I want to remove the locations of bad pixels in my coordinate- and disparity-arrays. Therefore I wrote some code but it feels a bit circuitous and a little too long for the task. The main idea behind the code is that I want all array entries removed…

Miau
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Disable face culling in WPF
I'm starting experimenting with WPF 3D rendering, and one of the first problems I'm facing, is how to disable face culling.
I know how to do that in DirectX and OpenGL, but I can't find a way to do that in WPF.
Here is my ViewPort markup. The model…

NinjaCross
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Determine vertex winding (for backface culling) in JavaFX and Point3D
I'm in the process of displaying j3d GeometryArrays as combined TriangularMeshes in JavaFX. I know the GeometryArrays I am receiving are TriangleStripArrays, and the order allows me to build the correct faces and display the meshes in the…

R. Melville
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Frustum culling decreases framerate in debug but improves it in release
I'm making a tilebased game in SFML and decided to implement a simple bounding-box frustum culling to only draw the tiles that are in the viewport of the camera. The result was a success, as it tripled my framerate! However, there was a cache. When…

LethalJam
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Libgdx culling between modelinstances decals
I can't figure out, how I to tell libgdx to draw my green spheres behind my transparent decal.
Here is an example picture of my problem:
The decal creation: first two params are width and height, last flag is wether transparent or…

unreal
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OpenTK incorrect culling of objects
I recently made an application with C# and OpenGL using OpenTK. I've integrated a frustum culling system in order to improve performance, but for some reasons, objects aren't culled correctly. What I mean is that instead of showing all visibles…

ThePatchou
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Culling & Scripts
I'm no programming expert, and this just came to mind so I figured what better place to ask it. If a GameObject (using Unity here) is culled, but it has a script on it that is set to create particle effects and instantiate objects...and those…

David Rosen III
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DirectX meshes not being displayed properly after switching view and projection matrices
In my program, the meshes were being displayed properly, but when I change the device.transform.view and the device.transform.projection matrices from the left handed to the right handed system, the meshes are not displayed properly anymore, i.e the…

user326075
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