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 ;) > > > > > > > > > > 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]
