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roadkillguy
November 24th, 2010, 06:10 AM
Hi everyone,

I've been writing a game with presumably random boxes. I've implemented view frustrum culling, backface culling, and even display lists. It's still not fast enough for my tastes, and I was wondering if there was any way to tell whether a face will be behind another.

Maybe I could check whether the entire screen has been rendered to?

A point in the right direction would be great. (I'm using c++)

Thanks.

StephenF
November 24th, 2010, 02:13 PM
In case you have not seen this yet.

http://en.wikipedia.org/wiki/Hidden_surface_determination

roadkillguy
November 24th, 2010, 08:28 PM
I read somewhere that glBegin() and glEnd() were really slow.. what's the alternative?