Hello all,

I was wondering if someone might know the performance impact of culling
back facing faces BEFORE they are sent to the graphics card...

Normally, people just send their geometry to the graphics card, and the
graphics card can cull back facing faces... to improve performance for the
rest of the hardware graphics pipeline.

However, I am handling so much geometry, that I thought if I could cull
back faces ahead of time, and then send only front facing faces, I could
keep the bus less bogged transfeerring geometry, and thus further improve
performance... thoughts?

My thought is that the graphics card still has to transform ALL faces that
are sent to it, before it can determine which are back facing.  And then
perhaps, by eliminating back facing faces, some processing is saved in
texturing, lighting, etc.
But by culling before geometry reaches the graphics card, the entire
hardware graphics pipeline is spared the extra work.

Ian

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