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3 Dimensional Chat / Understanding Culling (Backface culling)

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Lascerus
22
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Joined: 14th Feb 2004
Location: spaced out
Posted: 9th Oct 2004 18:42
Ok how exactly does culling work in dbp....because in GTA: Vice City you can see the city appear as you play...Meaning the entire city is being render nor visible at once...This is how understand city..
So my question is...
In an arena game (i.e. UT 2004 style) if i had a level of 10 000 poly's with culling how would it work?
Will the visible poly's be the only ones that are rendered?
Anybody know please?
Ilya
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Posted: 9th Oct 2004 23:23
Quote: "Will the visible poly's be the only ones that are rendered?"

Yes.
JeroenNL
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Posted: 11th Oct 2004 23:25
In an Unreal 2004 level, you can have thousants (if not millions) of polygons and no hardware would be capable of rendering that many polys at reasonable fps. Therefor, programmers use various kind of culling techniques, one of which is backface culling. Others are, for example, compiling the level into a BSP tree, or using portal rendering, or octrees or hybrid forms of those mentioned.

Use the free 3D modeller DeleD to get skilled in 3d editing! Visit http://www.delgine.com for more info.
Van B
Moderator
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 11th Oct 2004 23:40
Having your level as a single 10,000 polygon mesh is the opposite of culling, in fact it'd be the slowest method possible - and that's before considering collision detection.

DBPro needs to hide whole meshes, so that means you'd split your big level mesh into little chunks, like 256 polygons each, and position them to suit your level - then DBPro could hide the chunks that are not in view. This method would allow you to make your own culling system, and optimize your collision detection too. Sorta like your own BSP system.


Van-B


Muhahahahaha.
Lascerus
22
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Joined: 14th Feb 2004
Location: spaced out
Posted: 16th Oct 2004 10:18
thanks I'l get to work on this...a.s.a.p.

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