Subject: Re: backface culling w/ camera question
> Ok, it would seem that It should be possible to construct a plane that is
> oriented and at the location that the camera is pointing, and then hide any
> polygons behind this. I dont have a lot of objects so I dont need any
> hierarchical culling, just want something cheap and fast.
View frustum culling does not imply a hierarchy, it is also cheap and
Anyway, to give something simple:
* Take the vector D from camera position to the polygon midpoint (or a
* Let the camera viewing direction be N
* If dot(N, D) <= 0, then the test-point is behind the camera.
Start with this, and when you notice the short-comings, come back for
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