I'm sure this is a dumb question but I'm not super fluent in GL or directX so I thought I'd ask.
Is triangle-face culling performed within openGl or atleast the ogre "rendersystem" class? More specifically, ogre scene managers cull at the object level, not the triangle-face level. Once the potentially visible objects are selected for rendering, its in openGL, or the hardware that optimizes the rendering of those triangles correct?
The reason I ask is I've been reading about various culling techniques (I'm doing something at the object level), and most of the articles talk about culling at the geometry level. I then begin pouring through the Ogre source code, and it looks like the scene managers are culling at the object level, and I haven't really seen anything that does culling at the triangle-face level.
Is my understanding correct?
Thanks,
Jeff
Stupid graphics question
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Stupid graphics question
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No, it isn't!
It is valuable to know what goes on, even if it's going on in hardware, if you want to understand and use it better.
It is valuable to know what goes on, even if it's going on in hardware, if you want to understand and use it better.
/* Less noise. More signal. */
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