Re: Culling on large terrain...

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Jim Helman (jimh++at++surreal)
Sat, 24 Sep 94 17:42:08 -0700


> and switching thru the different cull options has no effect.

GeoSet bounding box culling is turned off under DCSes, so toggling
that should have no effect. This also means that it's very important
for the pfGeodes to have tight bounding spheres, e.g. square rather
than oblong terrain pfGeodes. (Note that because of the way that 1.2
computes some bounding spheres, those of pfGroups can become somewhat
bloated. However, pfGeode bspheres are not affected, so this has no
impact on the amount of stuff sent to the gfx pipe.)

It would be useful to compare the gfx stats of geodes/geosets and
triangles drawn before and after your view frustum steps over the tile
edge.

rgds,

-jim helman

jimh++at++surreal.asd.sgi.com
415/390-1151


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