culling

Back Face Culling for Line Loop

自作多情 提交于 2020-02-25 03:36:05
问题 I am using z-buffer to render my 3D triangular mesh. However, when I rendered the model as a wireframe mesh, I also saw the triangle faces which should have been hidden by the front face. So, I used the back face culling as follows: glEnable(GL_CULL_FACE); glCullFace(GL_BACK); drawWireFrame(); glDisable(GL_CULL_FACE); The drawWireFrame function is as follows: void drawWireFrame() { int i, j; glColor3d(1., 0., 0.); HE_edge *curr; for (int i = 0; i < he_f_count; i++) { glBegin(GL_LINE_LOOP);

Libgdx ModelBuilder.createRect only visible from one side

痞子三分冷 提交于 2019-12-30 07:55:07
问题 In my first libgdx 3D game i now switched from createBox to createRect , to create only the visible faces (if a wall is on the left side of another wall, its right face is not visible...). I am creating 4 models: frontFace backFace rightFace leftFace They are almost drawn how they actually should. But there is one big issue: The side faces are only visible if i look in the positive z-Direction . If i look the other side (negative z-Direction ), they don't draw. The front and back faces only

Vertex Winding Order in DX11

断了今生、忘了曾经 提交于 2019-12-24 05:49:10
问题 I'm trying to draw a simple square with dx11, but the order of the indices of each triangle determines whether or not it shows up. I set the cull mode to none in the rasterizer state, but it doesn't seem to change anything. If I specify the vertices of the first triangle to be 0, 1, 2 instead of 2, 1, 0 then the triangle doesn't show up. So my question is, do I need to order the vertices of a triangle in a specific way regardless of the cull mode? P.S. I'm drawing a triangle list and not a

State of the art Culling and Batching techniques in rendering

情到浓时终转凉″ 提交于 2019-12-20 11:07:04
问题 I'm currently working with upgrading and restructuring an OpenGL render engine. The engine is used for visualising large scenes of architectural data (buildings with interior), and the amount of objects can become rather large. As is the case with any building, there is a lot of occluded objects within walls, and you naturally only see the objects that are in the same room as you, or the exterior if you are on the outside. This leaves a large number of objects that should be occluded through

Opengl Depth buffer and Culling

你说的曾经没有我的故事 提交于 2019-12-10 18:12:30
问题 Whats's the difference between use back face culling and a buffer of depth in OpenGL? 回答1: Backface culling is when OpenGL determines which faces are facing away from the viewer and are therefore unseen. Think of a cube. No matter how your rotate the cube, 3 faces will always be invisible. Figure out which faces these are, remove them from the list of polygons to be drawn and you just halved your drawing list. Depth buffering is fairly simple. For every pixel of every polygon drawn, compare

Early stencil culling

假如想象 提交于 2019-12-10 17:22:46
问题 I'm trying to get early fragment culling to work, based on the stencil test. My scenario is the following: I have a fragment shader that does a lot of work, but needs to be run only on very few fragments when I render my scene. These fragments can be located pretty much anywhere on the screen (I can't use a scissor to quickly filter out these fragments). In rendering pass 1, I generate a stencil buffer with two possible values. Values will have the following meaning for pass 2: 0: do not do

Disable face culling in WPF

馋奶兔 提交于 2019-12-08 04:18:22
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 is generated at runtime, and it's a MeshGeometry3D inside a GeometryModel3D <Viewport3D x:Name="viewport" DockPanel.Dock="Right" Margin="0" > <Viewport3D.Camera> <PerspectiveCamera x:Name="camera" FarPlaneDistance="50" LookDirection="0,0,-10" UpDirection="0,1,0" NearPlaneDistance="0" Position="0,0,5" FieldOfView="45" /> </Viewport3D.Camera>

Disable face culling in WPF

浪子不回头ぞ 提交于 2019-12-08 03:54:18
问题 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 is generated at runtime, and it's a MeshGeometry3D inside a GeometryModel3D <Viewport3D x:Name="viewport" DockPanel.Dock="Right" Margin="0" > <Viewport3D.Camera> <PerspectiveCamera x:Name="camera" FarPlaneDistance="50" LookDirection="0,0,-10"

Efficient 3D block rendering with Libgdx

余生颓废 提交于 2019-12-06 16:10:45
问题 To start with,I am pretty new to 3D programming and libgdx. I looked at a few tutorials and I already render the scene I want. I have some 1x1x1 blocks, created with ModelBuilder.createRect() for every visible face, so if another block covers a face of this block, there is no rect created for this block. Also the top and bottom rect is not needed, as I can never see them (except for the floor). So I thought, that this is pretty efficient. I also have Backface culling enabled and I do

Efficient 3D block rendering with Libgdx

穿精又带淫゛_ 提交于 2019-12-04 22:41:11
To start with,I am pretty new to 3D programming and libgdx. I looked at a few tutorials and I already render the scene I want. I have some 1x1x1 blocks, created with ModelBuilder.createRect() for every visible face, so if another block covers a face of this block, there is no rect created for this block. Also the top and bottom rect is not needed, as I can never see them (except for the floor). So I thought, that this is pretty efficient. I also have Backface culling enabled and I do Viewfrustum culling . However, if I look in a direction, where many blocks are in my viewfrustum the FPS go