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culling and buffer usage

Started by EvilCrap Apr 27, 2004 at 6:32 PM 0 replies 550+ views
Original Post
EvilCrap
EvilCrap
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]
SantaClaws
SantaClaws
Generally, the overhead of doing per-triangle culling will out weigh the benefits you''ll get from it. It''s better to stick with a group level culling system, and cull or submit entire static buffers at a time. If you''re working with a very large data set, you can break the data set into smaller buffers and cull these. The granularity of said buffers in relation to the total content of the scene is something that you''ll have to determine by your own testing - you''ll need to see where your work starts to hurt you instead of helping.

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