Frustum Culling – First Clash in OpenGL

Lately I have started preparing tools for voxel engine, after yesterdays fails with bloom/hdr today I won the battle with Frustum Culling – well it was only battle and there is still lot to improve.
Above we can see snowman’s – my tech model – used in OpenGL API learning process.

Anyway – for some weird reason I have decided that drown “testing models” will be in red. and the colling ones green – don’t ask. Fairly quickly I figured out that culling is updating only when camera is in the move. when rotates frustum is not being updated.. Need to investigate that.
Not tonight..

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Luke Iwanski

Senior Graphics Programmer @ CD Projekt RED

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