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Clipping or culling? I expect it’s mostly the latter unless your camera ends up intersecting the geometry.


Both. You almost always need both.

Clipping deals with geometry that is partially inside the camera. Culling (either for backfaces or entire instances) is a preliminary performance optimization that can be performed in a variety of ways.


As an example, if you're writing a shooter then the floor might be a large square that will almost definitely be intersecting the near plane. You absolutely need clipping here.


This is precisely the first place I realized I needed proper clipping. Wasted many hours trying to hack my way out of doing it the right way.




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