Original Post
I know object culling is good to do, but what about individual triangle culling?
Should I go through objects and discard hidden or invisible triangles?
To do this, would it be best to remove indices from just the IB, or both remove vertices from the VB and also indices from the IB? For either, it would be best to use dynamic buffers right?
the triangles removed would be mainly backfaces or offscreen triagles in visible meshes.
If it is best to remove triangles each frame, then when is it practical to use static buffers?
[edited by - evilcrap on April 27, 2004 7:40:03 PM]