I've been poking around and I'm back here. I think I've read enough to be convinced - its got to be done. I'd rather port the DBPro code LIT wrote because we have multiple people saying it works well. This is the code base I should probably start with. At least if it gets hosed - its my fault and I can hopefully fix it!
Saw the Frustrum Page - I don't get one thing... How does taking all the matrix pairs and multiplying them give you a plane and stuff? That I don't get - WORSE - the whole normalization thing. I think of normalization - I think either smoothing - or "Normals" which are the direction of a polys face I thought.
Maybe I have to read a three inch manual to find out but its more than I would like to forced to read right now - but who knows.
I want to make my game - and need certain things dead fast, pretty, and hopefully wrapped tightly so they are easy to use - "Fire and Forget" if possible. If I REALLY need good looking Terrain, Trees, and the occasional building, tunnel whatever, I think I need a combination of things - some sort of terrain LOD, Some Sort of Poly Reduction tool (Action3d looks good - sold here) and YES frustrum culling one way or another - LIT's Explaination about limbs versus objects I guess means I should make Spheres for each "Limb Piece" in a model say from 3dws, to speed that up, and use object in screen for the basic object occlusion... also thought of a cheap trick and did some tests that suggest this port might be for naught.
After more careful review of Object In Screen, and LIT's own claim of how its faster - One Could Make a Bounding Sphere or Object in DB or DarkGDK, Hide it, and just position it "around" the limb or object and call object in screen on it. This might be easier. Also, for HUGE flat plains/meshs - like a terrain tile - Object In screen tends to get incorrect "falses" effectively hiding tiles that are still in view. After reading the culling tutorial - I can see why. Has to do where the Vertices/Points are. I'm thinking two things - use the dummy object - move it to various strategic locations - and do tests on it OR kitty corner the plain and test again. Perfect? Probably not - but defiantely faster than trying to manually write code to check various "strategic" locations - in short - if I can get the DarkGDK logic to do the testing for me somehow - I will
If not - I'll port the famous Lost In Thought Frustrum Port
[edited author's name...blushing...got it wrong first go round] Sorry LIT