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triangle culling question

PostPosted: Nov 30, 2007 @ 10:14pm
by ThursdayNext
I am writing a game in which the player will travel over a 3D terrain; this will involve clipping the terrain at the near and far clipping planes as the user moves over the terrain. The terrain mesh itself is being loaded from a 3ds file. What would be the best way to cull the triangles in the 3ds mesh such that only the triangles between the near and far clipping planes are rendered?

thank you

PostPosted: Dec 3, 2007 @ 11:26am
by edge
Hi,

In the EDGELIB internal renderer this is not possible yet. When using OpenGL you can take a look at glDepthRange. With it you can set the near and end clipping planes. More information is available here: http://www.khronos.org/opengles/documen ... Range.html