Original Post
Greeetings.
I have just added view-frustum culling to my simple renderer using an octree scene graph, and it seems to be working ok. But (whether it is not totally correctly implemented I don''t know) for some reason I am not experiencing a fantastic speed-up. One way round this would be to use occlusion culling to get rid of many more nodes, but I am a little stuck on where to start.
Does anyone have any code for a similar thing? Direct3D preferably, but OpenGL would do. If not, some tutorials would be nice.... I just can''t seem to figure the rendering of the occluders bit... where do you render them? into the Z-buffer? how??? (perhaps I''m being dumb, but my head is just hurting a lot with all this new notation..... arghhhh.)
Any help would be muchly appreciated...
