>Blitz3D automatically perform frustum culling on a per-
>entity basis, but if the camera can see a single pixel on
>an entity then the whole thing gets rendered.
I know that's the prevalent wisdom on the subject, but I've experienced some weird things which lead me to believe that it is not entirely accurate.
For example, I made a very long landing strip(two triangles) for a makeshift flight sim. Regardless of camerange it would sometimes simply disappear if I wasn't looking directly at it, even if it was still in the field of vision.
I didn't look into it, but at the time, I assumed that B3D culled not based on entity pixels, but based on entity center.
Andy
>entity basis, but if the camera can see a single pixel on
>an entity then the whole thing gets rendered.
I know that's the prevalent wisdom on the subject, but I've experienced some weird things which lead me to believe that it is not entirely accurate.
For example, I made a very long landing strip(two triangles) for a makeshift flight sim. Regardless of camerange it would sometimes simply disappear if I wasn't looking directly at it, even if it was still in the field of vision.
I didn't look into it, but at the time, I assumed that B3D culled not based on entity pixels, but based on entity center.
Andy