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  Frustum Culling  (Read 863 times)
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Offline grom358

Senior Newbie





« Posted 2007-12-07 05:34:02 »

I have problems implementing frustum culling in my Quake 3 BSP map viewer.

Faces near the left and right edges sometimes are incorrectly getting culled by the frustum culling code. If i turn off the frustum culling the map is rendered correctly (although slower).

http://pastebin.com/m5fce5afa - Frustum. Setups the frustum planes and tests where a leaf is inside frustum
http://pastebin.com/m2cf93fae - BSPPlane. Used to test if a point is behind, in front or on plane
http://pastebin.com/m5f99adbe - BSPMap. Calls the frustum culling code to elimate leafs
http://pastebin.com/m2402a3a3 - BSPViewer. Handles the rendering of the map
http://pastebin.com/m2402a3a3 - BSPFileReader. Handles reading the quake 3 BSP file. Converts from quake 3 coords to opengl coords. Coords are also scaled down in this code.
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