culling

Extracting View Frustum Planes (Hartmann & Gribbs method)

丶灬走出姿态 提交于 2019-12-04 10:32:32
问题 I have been grappling with the Hartmann/Gribbs method of extracting the Frustum planes for some time now, with little success. I want to build a camera view-frustum to cull my scene. I am working with column-major matrices in a right-handed coordinate system. (OpenGL style - I'm using C# and Playstation Mobile, but the math should be the same) I want to get my planes in World-Space, so I build my frustum from the View-Projection Matrix (that's projectionMatrix * viewMatrix). The view Matrix

Libgdx view frustum culling inside actor.draw()

我的未来我决定 提交于 2019-12-04 05:35:47
问题 I am developing a little game using libgdx. It is a 2d top down game with some big maps and many objects on them. So i just want to render things in my view frustum. I have seen the camera.frustum.***inFrustum(Paramter... p) . But i am using scene2d and i set up the camera in the Stage , set the SpriteBatch s projection matrix to camera.combined and my Actor s draw themself in the overridden draw(SpriteBatch batch) method. How can i access the camera or the view frustum there? Is there a way

Extracting View Frustum Planes (Hartmann & Gribbs method)

限于喜欢 提交于 2019-12-03 07:19:45
I have been grappling with the Hartmann/Gribbs method of extracting the Frustum planes for some time now, with little success. I want to build a camera view-frustum to cull my scene. I am working with column-major matrices in a right-handed coordinate system. (OpenGL style - I'm using C# and Playstation Mobile, but the math should be the same) I want to get my planes in World-Space, so I build my frustum from the View-Projection Matrix (that's projectionMatrix * viewMatrix). The view Matrix is the inverse of the camera's World-Transform. The problem is; regardless of what I tweak, I can't seem

State of the art Culling and Batching techniques in rendering

让人想犯罪 __ 提交于 2019-12-03 00:16:01
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 occlusion culling and frustum culling. At the same time there is a lot of repetative geometry that can

what is a clockwise face in openGL

僤鯓⒐⒋嵵緔 提交于 2019-12-01 04:06:06
In back face culling you may either use the face normals to see if the face is pointing away from the camera of you may do some technique with if the triangle is drawn clock wise or counter clock wise. I am confused about this technique with the clockwise. It seems like with this method, the ordering of the vertex data that gets sent to the graphics card decides whether it is facing towards or away from the camera. I don't see how this makes sense because the camera can be looking in any direction, it's as if the vertex data would have to change based on the camera position and that is

Libgdx ModelBuilder.createRect only visible from one side

て烟熏妆下的殇ゞ 提交于 2019-12-01 01:46:05
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 draw, if i look to them in negative x-Direction . Has this something to do with the normals? I have set

what is a clockwise face in openGL

▼魔方 西西 提交于 2019-12-01 01:08:08
问题 In back face culling you may either use the face normals to see if the face is pointing away from the camera of you may do some technique with if the triangle is drawn clock wise or counter clock wise. I am confused about this technique with the clockwise. It seems like with this method, the ordering of the vertex data that gets sent to the graphics card decides whether it is facing towards or away from the camera. I don't see how this makes sense because the camera can be looking in any

Culling items that are outside the visible area

十年热恋 提交于 2019-11-30 08:49:45
问题 From the docs: The default renderer does not do any CPU-side viewport clipping nor occlusion detection. If something is not supposed to be visible, it should not be shown. Use Item::visible: false for items that should not be drawn. The primary reason for not adding such logic is that it adds additional cost which would also hurt applications that took care in behaving well. So is there a trick to do it easily, without implementing it myself? Note that in my case the items that are outside

Culling items that are outside the visible area

≡放荡痞女 提交于 2019-11-29 08:16:48
From the docs : The default renderer does not do any CPU-side viewport clipping nor occlusion detection. If something is not supposed to be visible, it should not be shown. Use Item::visible: false for items that should not be drawn. The primary reason for not adding such logic is that it adds additional cost which would also hurt applications that took care in behaving well. So is there a trick to do it easily, without implementing it myself? Note that in my case the items that are outside the visible area are there because they are in a ScrollView and they are not scrolled-to. The reason I