Ok Thanks,

But when individual faces are removed when they are outside of the
frustum, that's called culling then, right?

I'm trying to achieve culling on face-level.

-Declan

On Feb 20, 6:07 pm, Michael Iv <[email protected]> wrote:
> First you can always open Google search and Wikipedia and find the answer
> there as both these terms are related to 3d CG generally.
> Also you first need to understand Frustum in order to understand F culling
> and f clipping.
> F Culling is when the objects falling outside the frustum volume are removed
> from rendering.
> F Clipping is dynamic  subdivision of triangles usually close to the screen
> bounds in order to prevent a situation where big triangles are being culled
> and because they are still partially inside the frustum you get those ugly
> artifacts of missing faces close to screen edges.
> Deeper explanation ,as I have said ,see via Google ;)
>
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> On Sun, Feb 20, 2011 at 2:16 PM, rctdeclan <[email protected]> wrote:
> > I guess nobody knows then ;-)
>
> > On Feb 17, 8:52 pm, rctdeclan <[email protected]> wrote:
> > > Hi guys,
>
> > > Just a quick question: I was looking through the lite branches,
> > > and I saw that the both RectangleClipping and FrustumCuller classes
> > > are used. How is this possible?
> > > I've downloaded the branch with svn and tried it, but still faces are
> > > clipped that shouldn't be clipped.
>
> > > Can somebody give me a clue what is happening and can somebody explain
> > > what the difference is between Frustum Culling and Frustum Clipping?
>
> > > Best regards,
>
> > > Declan
>
> --
> Michael Ivanov ,Programmer
> Neurotech Solutions Ltd.
> Flex|Air |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.net
> Tel:054-4962254
> [email protected]
> [email protected]

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