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Frustum culling and quad tree problem https://delphigl.com/forum/viewtopic.php?f=19&t=3176 |
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Autor: | BTierens [ Mi Aug 18, 2004 16:10 ] |
Betreff des Beitrags: | Frustum culling and quad tree problem |
This is a complex question. I have a tile based landscape with frustum culling and a quad tree. There are tiles that aren't drawn while they should be drawn and I can't find a bug. Can somebody help me? Code:
This is the sclMath unit: Code:
The frustum culling code is a translation from http://web.archive.org/web/20030601123911/http://www.markmorley.com/opengl/frustumculling.html First I call the createQuadTree procedure and when the camera moves, I call calcTilesInFrustum and draw the tiles returned by this procedure (the data stored in the tilesInFrustum array). An image to show the problem (see the right and top side): ![]() |
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