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Work in Progress / eXtends ... what you'd like to see in next 1.2 release ?

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Freddix
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Posted: 12th Jul 2006 23:15 Edited at: 29th Jul 2006 20:23
I post here because I now have some fixes I've made for the next upcoming eXtends 1.2 release.
Actually, the fixes are the following ones :

RTSkySystem :
- fixed the problem with sun transparency effet.
- Added support for PNG and their Transparency capabilities.

If you've found any bug that weren't mentionned, post them here and I'll the list when fixed until 1.2 will be released.

Here is a small snapshot of "RTS Big City" skybox using PNG and Transparency

Users asks :
* Basic2D : PNG support in XGui
* Basic2D : Custom size support in XGui
* Basic2D : resize windows.
* RTSkySystem: support rain or snow from RTSkySystem
* RTSkySystem: Add storms (thunders) system
* RTSkySystem: Add lightning with thunders.
* RTSkySystem: Capability to get the actual weather level ( rain, with sun, with rain)
* RTSkysystem: when it is raining, the sky turns gray and the sun is less visible
* RTSkySystem: lenseflare on the sun would be a beautiful effect
* RTskySystem: like if it was raining, will there be thicker fog? (fog is closer to the camera)
* RTSkySystem: Able to scale the skybox, because it is too small
* RTSkySystem: Use PNG transparency [DONE]
* Images/Bitmap: get/set bitmap/image colour x,y,colour
* Images/Bitmap: get/set bitmap/image red/green/blue/alpha x,y,byte
* Text: searches for strings within a string,
* Text: replace strings within a string,
* Text: eliminate all spaces within a string,
* Text: search for a keyword, and parameters:
(For example, if the word "ABC" was in the string "ABCD" it
would not count, but if the word, with the set amount of
parameters with the token "," could be found, then it would
return a 1, if not 0, and if it did return a 1, you use a
"find next parameter" command, to find the next parameter of
the last given string.)
* Text: set case sensitive
(Set a "case sensitive" marker to true, or false)
* Basic3D: eXport to .x
* Basic3D: eXport to .b3d
NOTE : I will not add all these request but, I'll check on the one I can do.

All we have to decide is what to do with the time that is given to us.

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Lukas W
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Posted: 12th Jul 2006 23:25
Hello,
i have just bought Extends today

i don't know what the capabilities are for the skybox, but if they don't exist would you consider adding:

* when it is raining, the sky turns gray and the sun is less visible
* lenseflare on the sun would be a beautiful effect

and i have some questions:
* will the RTS affect the fog in anyway?
- like if it was raining, will there be thicker fog? (fog is closer to the camera)
* will the RTS Sun/Moon light affect the world objects?
* does it support rain at all? if not, that wouldn't be too hard to add (for my part that is).

um.. yea as you can see i am pretty interested in the skybox
sorry if these questions are rather stupid, but i haven't found any demo of Extends so i can't try out what i am wanting to know.

Freddix
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Posted: 12th Jul 2006 23:43
@Lukas:
- You can control the clouds density to make then more dense for rain effects.
- Sky system "can" control fog and ambient light (feature can be disabled)
- The ambient light is positionned like if it was the sun that enlight all objectS. So, if your objects are light sensitive, they may
- rain is handled by Particles. It's a separate component but I can try to add a junction between these 2 system.

I hope you'll enjoy eXtends.

All we have to decide is what to do with the time that is given to us.
JulesD
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Posted: 13th Jul 2006 16:23 Edited at: 13th Jul 2006 16:25
I would like to see a lens flare system, and more realistic sun.

Oops, already mentioned.
Lukas W
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Posted: 13th Jul 2006 18:19 Edited at: 13th Jul 2006 21:22
I have edited this post because it got too long and was hard to read.

What i would like to see added:

* Able to decide on what object nr the sky system will start on
* Same with Image Nr.
* Able to scale the skybox, because it is too small

i will probably add more as i go

But other than that, Great Job Freddix!

Edit again,

* When i add particles (Rain) to my world, it seems as if the rain particles is infact objects that i have allready created. like Trees and Flowers and stuff will start to Jump around, the same thing does the Terrain and the Player Object.



Freddix
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Posted: 13th Jul 2006 22:50 Edited at: 13th Jul 2006 22:51
@Lukas.W : if you decide witch object will be used, it will be incompatible with Dynamic object handling that is the main eXtends theme.
For the skybox scaling, I can add a flag to set a zoom factor.

If you want all eXtends advanced features to work (Particles, Skybox, etc...) you will have to create all other objects using eXtends commands instead of original DarkBASIC Profesional's ones.
Otherwise it may create conflict with object number allocating.

@Jules.D : for the sun, in next update (1.2) you'll be able to use PNG image and their transparency capability

All we have to decide is what to do with the time that is given to us.
Lukas W
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Posted: 13th Jul 2006 22:55
aww.. Ok i understand.

however i've allready added my own weather functions and with the RTS it really look amazing!

in my next project i will be sure to remember that i need to use eXtends dynamic object handeler (it's too late to rewrite the game engine AND the game editor now)

Thanks for this awesome plugin

Duffer
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Posted: 14th Jul 2006 01:40
@ Freddix,

get/set bitmap/image colour x,y,colour

get/set bitmap/image red/green/blue/alpha x,y,byte

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Aaron Miller
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Posted: 14th Jul 2006 08:22
Execute a C++ command would be nice, if not maybe you could fix the pixel perfect collision?

I finally have a NEW computer!!!
Windows XP Pro, AMD Athlon 64-BIT Processor, ATI Radeon Graphics, Windows Vista compatable, DirectX 9.0c, 2 Hard Drives, 6 Extra Drives, etc. etc.
Freddix
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Posted: 14th Jul 2006 12:29
@DBUser2006+ :
Execute C++ command : Can't
Pixel perfect collision : what's the exact problem ?

@Duffer : Not sure I can achieve this. I'll take a look for these.

All we have to decide is what to do with the time that is given to us.
Lukas W
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Posted: 14th Jul 2006 13:17
Quote: "For the skybox scaling, I can add a flag to set a zoom factor."

would it be possible to set the size of the skybox to the size of the furthest camera range of the selected camera? or is that allready implemented? i haven't tested it.

Freddix
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Posted: 14th Jul 2006 15:11
in fact, I can add a SCALING to all objects feature.
They are already scaled but with a size I was thinking as enough large.
I'll add a second RTS Skybox Setup command containing an extra parameter to set the scaling for object.

All we have to decide is what to do with the time that is given to us.
JulesD
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Posted: 15th Jul 2006 18:27 Edited at: 15th Jul 2006 20:32
I loaded a tree in, and I noticed that when the tree moves towards you the ground is moving away from you.I think the ground movement needs to be reversed.

Also they move at very different speeds. The tree moves much quiker then the movement on the ground.

I would also like to see auto ambience and light control on object that are loaded in.

It may be my object. I used a tree from Tree magix G3.
Freddix
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Posted: 15th Jul 2006 20:53 Edited at: 15th Jul 2006 20:55
JulesD : you speak about RTS SkyBox ground ?
if it's the case, this ground is designed to be seom ground far from camera .. a bit like if you were in a plane ... and see the ground further ...
I also encountered with tree mades with TreeMagik g3, if you want a fix for these tree, contact me on MSN, I'll send you a small tool designed to fix the lighting problem with TreeMagik/Plantlife exported objects

If you want to put trees on ground, you'll have to create your own ground. It may be better.

All we have to decide is what to do with the time that is given to us.
Aaron Miller
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Posted: 16th Jul 2006 10:35
Exact problem? When scaling and rotating, the object no longer has ability for pixel perfect collision.

As for skybox, here is a suggestion.

Add ability for a storm generator, here are some functions i would like to see...
Create realistic looking clouds that can move, and rotate around the
skybox at any speed, in almost any pattern

Create lighting and other effects whenever, or set a random timer.

Make clouds darker with storm generator at certain times...

Allow tornadoes at certain times when a certain level set for the
storm generator...

I'm unsure how much of this you can do, but bringing the eXtends was good enough for me.

But what would be nice is a parser system, as the one i'm using for game developer is kind of slow. (I wont be using anything but the parser for game developer(if available)).

What i mean by parser is...
searches for strings within a string,
replace strings within a string,
eliminate all spaces within a string,
search for a keyword, and parameters:
(For example, if the word "ABC" was in the string "ABCD" it
would not count, but if the word, with the set amount of
parameters with the token "," could be found, then it would
return a 1, if not 0, and if it did return a 1, you use a
"find next parameter" command, to find the next parameter of
the last given string.)
set case sensitive
(Set a "case sensitive" marker to true, or false)


That's about it. When i fully learn how to make a dll, i will probobly attempt to do the parser myself. (I mean a dll for dbp)

But really, this dll is already amazing, and i'm surprised that it needs to be updated.

Game Developer!
http://www.freewebs.com/geniesoftware/gamedeveloper
Be Ruler of your World...
Habatar
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Posted: 16th Jul 2006 18:27
Hi Freddix.

I`m think in some command to "remake" the eXtend objects list.
This is because some programmers use the traditional LOAD OBJECT and DELETE OBJECT, or use Puglins that use this commands. And this sistem is incompatible whit eXtends.

A command that check all existing objects and add to the eXtends internal list if not exists, will be help to prevent this.

Also, the same for image and sprites will usefull.

I dont know if I explain correctly

Thanks Freddix.

Freddix
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Posted: 16th Jul 2006 19:26
@DB user 2006+: Pixel perfect collision is 100% acurate on non rotated/scaled sprites. On Rotates/Scaled sprites it's 99% acurate cos, there are no way to get the exact image rotated from video card. so, I calculate manually the rotation/scaling of each sprite to calculate collision.
If the collision is really bad (less than 75% acurate), send me your sample showing the problem and I'll try to fix it.

For storm system, I'll try to develop one but, I can't handle tornadoes. because Tornadoes are not background (and RTSkySystem is)
Lighting will be added with storm (thunders)

It does not really need to be updated but, as I get some free time for (because after september 2006 I will have less time due to the release of X-QuadEditor), I'll try to fix all bugs that can be founded by users and, it my capabilities, add some extra commands

@Habatar : the problem with objects/medias is that users sometimes uses objects with a really big number (like 65536+) or small one. (like 1,2 ...) if I add a function to check for objects that exist, it may be really slow on some circumstancies (more of 30seconds to do the entire checking from the commands. That's why I didn't added one. I will discuss with Mike to know how to directly access the list of available loaded objects to find a solution (if solution exist of course )

All we have to decide is what to do with the time that is given to us.
Habatar
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Posted: 16th Jul 2006 21:22
Quote: "@Habatar : the problem with objects/medias is that users sometimes uses objects with a really big number (like 65536+) or small one. (like 1,2 ...) if I add a function to check for objects that exist, it may be really slow on some circumstancies (more of 30seconds to do the entire checking from the commands. That's why I didn't added one. I will discuss with Mike to know how to directly access the list of available loaded objects to find a solution (if solution exist of course )"


JeJe. Ok
Thanks

JulesD
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Posted: 16th Jul 2006 22:30
@freddix

Thanks freddix, I've found a way to fix the problem with the tree. I load it into Gamespace then export it again, and that seemed to have worked.

I really love this plugin. Just the sun really is all that is bothering me now.

The RTSkysystem is the reason why I purchased this plugin, and it was well worth it.

Can't wait to see more updates.
Freddix
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Posted: 17th Jul 2006 01:49
@JulesD : yes, cos GameSpace fix the normal problem these objects have(normals are not defined in the TreeMagik and PlantLife objects). My program just do the same job :p

All we have to decide is what to do with the time that is given to us.
Aaron Miller
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Posted: 17th Jul 2006 08:16
Alright, cool!

Game Developer
http://forum.thegamecreators.com/?m=forum_view&t=84124&b=8
Be Ruler of your World...
JulesD
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Posted: 20th Jul 2006 16:11 Edited at: 20th Jul 2006 16:23
I would like to be able to select an object that I load in with the mouse pointer, cause the darkbasicPro version does not seem to be working. Then receive a variable of what object was selected so I can work with that object.

Objects 1-10 not needed to be selected.

Forget it. It does work.
Miguel Melo
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Posted: 20th Jul 2006 16:15
Support for DGDK. Really.

I have vague plans for World Domination
Freddix
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Posted: 20th Jul 2006 19:10
@JulesD: I can't make specific commands. Cos if the command fit your project, it will not fit other users projects ...

@Miguel: The problem for me is that DGDK don't work with Dev C++ and I have no other C++ compiler (no money for these paying one) so I can't check if my plugin work with DGDK or not. that's why I can't actually make it compatible ... byt maybe later :p who'll know

All we have to decide is what to do with the time that is given to us.
Duffer
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Posted: 21st Jul 2006 18:49
@ Freddix,

Howz v.2 coming along?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Takis76
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Posted: 22nd Jul 2006 19:52
This Plugin is great ,
In next version , it could be good , skybox to be raised in higher level , because seems to be very low near to the ground.

Some vortexes and thunders with lighning effects on the skytexture will be perfect , or some second layer in the clouds to make them darker in some parts of the sky or whiter to other parts of the sky.

Looks Like Storm is approaching and clouds from white turns to dark gray. (Cloudburst).

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You are an elite hacker and try to save the cyberspace.
Miguel Melo
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Posted: 24th Jul 2006 00:38
Quote: "The problem for me is that DGDK don't work with Dev C++ and I have no other C++ compiler (no money for these paying one) so I can't check if my plugin work with DGDK or not. that's why I can't actually make it compatible ... byt maybe later :p who'll know "


Let's wait for the dgdk update (whenever, if ever, it comes) that should bring support for the free VC 2005 express edition and then you can test it.

In the meantime, keep up the good work.

I have vague plans for World Domination
Freddix
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Posted: 24th Jul 2006 18:13
@Miguel: ok, I have the free version so, I'll test with this one

Does someone developped a DBPro2DGDK source code convertion tool ?

All we have to decide is what to do with the time that is given to us.
Nicholas Thompson
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Posted: 29th Jul 2006 16:10
i'd like to see transaprency and variable image sizes in xgui

[center]
Cash Curtis II
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Posted: 29th Jul 2006 17:13
You know what would be so useful I would pay again for? A 3D import/export DLL. That is, a DLL that allows you to import and export formats that DBP does not currently allow. Like importing and exporting Blitz3D, and exporting .x models. It would be very handy for people making editors with DBP that would rather pay for such a tool than writing one.


Come see the WIP!
Nicholas Thompson
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Posted: 29th Jul 2006 19:32
how about the ability to resize a window?

[center]
Freddix
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Posted: 29th Jul 2006 20:22
@Cash : I can do a primitive .x exporter but I'm not sure it will work on complex objects. Do you have the blitz 3Dobjects file structure ? if yes, send me per mail the help. i'll make what I can.
but 3D exporter will probably be apart from eXtends (will need eXtends but not integrated in eXtends. it will be a free DLL for eXtends registered users

@Nicholas : I'll check to see what I can do for that.

All we have to decide is what to do with the time that is given to us.
Cash Curtis II
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Posted: 29th Jul 2006 21:45 Edited at: 29th Jul 2006 21:46
Thanks for taking an interest in this I sent you an e-mail, but I'll post this here for your easy reference.

This is a utility that would be good enough to pay for. If you do decide to give it away, you'd be a saint. Either way I'd be happy.

Now, please note that I have no interest in Blitz Basic. I've just encountered some models in my travels that I wouldn't mind hijacking Plus, like I said, it would be perfect for people that want to make editors with DBP.

Here are the file format specifications:
http://www.blitzbasic.com/sdkspecs/sdkspecs/b3dfile_specs.txt

Here is some Blitz code that might or might not interest you...
http://www.blitzbasic.com/sdkspecs/sdkspecs/b3dfile_utils.zip

Here is the C++ source code for a Milkshape3D .b3d exporter. That would probably interest you the most, as you could likely just modify the source.
http://www.blitzbasic.com/sdkspecs/sdkspecs/msBlitz3DExporter_src.zip


Come see the WIP!
Nicholas Thompson
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Posted: 3rd Aug 2006 15:18
@Freddix - how's 1.2 coming along? FYI: I used your plugin to make the menu and HUD system in my Dodge The Fart, Return Of The Fart WIP-game.

[center]
Freddix
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Posted: 3rd Aug 2006 17:18
@Nicholas : I've added PNG for SKYSYSTEM and fixed all bugs I've founde about it... But I've found that DBPro doesn't handle really good mix of Transparency 2, 4, 1, ghost, alpha mapping and Zwrite .... sometimes I get strange issues...I'll work now on XGui (Custom XGui skin sizes and PNG support) and try to add rain/storm/snow directly inside RTSkySystem...

All we have to decide is what to do with the time that is given to us.
Euphoria
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Posted: 5th Aug 2006 01:26
Just a verryy minor thing (if a thing at all)

The help on the matrix commands keeps mentioning sprites, for instance:

Quote: "MTX EXIST MATRIX COUNT
That command will return the amount of sprites created with the command MTX MAKE MATRIX."


Should 'sprites' say 'matrices'? if not could you explain it to me pls

great work freddix
Freddix
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Posted: 5th Aug 2006 11:42
lol
I 've made some Copy'n'paste to make help faster ... it may be "Matrixes" instead of "Sprites"

All we have to decide is what to do with the time that is given to us.
Freddix
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Posted: 5th Aug 2006 18:49
To fix some ZBuffer problems with RTSkySystem, I've added the capability to load an image like DBPro did :
IMG Load Image FILE$, ImageID
IMG Load Image FILE$, ImageID, TextureFlag
[I've upgraded my dynamic list(s) handler to handle this :p]
I'll do the same for other media.
It may also help integrate eXtends in projects that were started before installing eXtends simply replacing commands like :
load Image FILE$, ImageID
with :
IMG Load Image FILE$, ImageID
Same for other medias ...
this improvement will be available in 1.2...

All we have to decide is what to do with the time that is given to us.
Duffer
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Posted: 9th Aug 2006 21:33
@Freddix,

Howzit going?

Any chance of the get / set bitmap / image pixel colour / alpha x,y

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Freddix
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Posted: 10th Aug 2006 01:29 Edited at: 10th Aug 2006 01:31
@Duffer : I try to fix some problems with ZBuffer and Transparencies in RTSkySystem...

For your bitmap/images command, please be more precise.

All we have to decide is what to do with the time that is given to us.
Duffer
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Posted: 10th Aug 2006 03:37
@ Freddix,

What I was after were some commands to allow you to either get or set the colour, or red byte, or green byte, or blue byte, or alpha of a particular pixel at an x,y coordinate within either an image or a bitmap - and perhaps even a sprite?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Freddix
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Posted: 10th Aug 2006 12:53
I can do this on bitmap but it will be slower than a simple DOT ( cos I'll have to read the pixel, alter it and write ie back to bitmap ). On image I actually can't and, if it's possible, it will only be possible on image that will not have mipmap. On sprites, I can't (changes must be made on images)

All we have to decide is what to do with the time that is given to us.
Zerk
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Posted: 10th Aug 2006 17:53
I baught extends and so far, I have yet to find a reason to use it. Everytime I go to use it for some functionality, I end up writing my own functions to do the things I need.

I mainly got it because of the virtual lights. But when I realized that it didnt do frustum culling on the lights, it was pointless to use it.

I am putting myself to the fullest possible use, which is all I think that any conscious entity can ever hope to do. ~Hal-9000
Freddix
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Posted: 10th Aug 2006 23:39
@Zerk :
Actually virtual light is more optimized for top view games. I know it may be better to do some sort of frustum culling but it was not originally planed. Be sure that if I found a way doing that, I'll add it in a future release cos it's a useful option for virtual lights.
For the other functionalities, I'm sorry if each time you want to use eXtends functions, you'll finish by writing your own. It's maybe eXtends does not fit your needs?

All we have to decide is what to do with the time that is given to us.
JulesD
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Posted: 11th Aug 2006 07:20
What is frustum culling?
Zerk
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Posted: 11th Aug 2006 15:03
Quote: "What is frustum culling?"


Viewing frustum
From Wikipedia, the free encyclopedia

In 3D computer graphics, the viewing frustum or view frustum is the region of space in the modeled world that may appear on the screen; it is the field of view of the notional camera. The exact shape of this region varies depending on what kind of camera lens is being simulated, but typically it is a frustum of a rectangular pyramid. The planes that cut the frustum perpendicular to the viewing direction are called the near plane and the far plane. Objects closer to the camera than the near plane or beyond the far plane are not drawn. Often, the far plane is placed infinitely far away from the camera so all objects within the frustum are drawn regardless of their distance from the camera.

Viewing frustum culling or view frustum culling is the process of removing objects that lie completely outside the viewing frustum from the rendering process. Rendering these objects would be a waste of time since they are not directly visible. In ray tracing, viewing frustum culling cannot be performed because objects outside the viewing frustum may be visible when reflected off an object inside the frustum. To make culling fast, it is usually done using bounding volumes surrounding the objects rather than the objects themselves.

I am putting myself to the fullest possible use, which is all I think that any conscious entity can ever hope to do. ~Hal-9000

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