For a university term project, I'm working on a graphical roguelike (I'm aware of the contradiction in terms :P) that uses an isometric display. What I'm trying to figure out is, since drawing all the tiles is stupidly expensive and unnecessary, I'm wanting to figure out a relatively fast algorithm to determine which tiles should be dra...
Whats's the difference between use back face culling and a buffer of depth in OpenGL?
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Should i always be using this method when rendering? Does it slow down much on bad gfx cards?
If the end result will not have many culled faces, should i even be using this method then?
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Hi,
In my program, the meshes were being displayed properly, but when I change the device.transform.view and the device.transform.projection matrices from the left handed to the right handed system, the meshes are not displayed properly anymore, i.e the back faces are being illuminated and the front faces are transparent!
Does anyone hav...
I just started learning opengl and writing a first person shooter but I'm getting horrible framerates when I draw 5000 cubes. So now I'm attempting to perform occlusion and culling using an octree. What I'm confused about is where to cast the rays from. Do I only cast them from the fustrum near plane? It seems like I would miss part ...
In openGL, I've got an object that I scale by -1 along an axis... this results in the object not rendering properly because all the front faces are now back faces. Short of disabling culling, how would I get this object to render right? Is there a way to do it without modifying the textured normal vertices that make up my model?
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