just thought I would pose a question on object culling in 3d scenes.
what I am after is a fast way to cull individual objects without using a partitioning system or hierarchy.
the reason being I am still learning this stuff and so I would like to work from basic solutions to the more complex ones.
At the moment I am using a combination of projecting the centroid of an object all the way into screen space and checking its z value against its radius (if its behind camera then cull)
The next check is to project the bounding box vertices in the same fashion and if any of the points are inside the viewport rectangle then do not cull.
I have got bounding spheres calculated but can't think how to use them to do this more efficiently, am sure there must be better ways to cull an individual object.
If you could offer any advice, reading materials, links, ideas... on how to do it better. I'm all ears!