MaskedOcclusionCulling
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test bounding cube
is there a way to test visibility of a bounding cube instead of testing all the composing triangles of the bounding cube??
Thanks
TestRect would be the preferred way. An example of using this function is given in the companion sample https://github.com/GameTechDev/OcclusionCulling in the file https://github.com/GameTechDev/OcclusionCulling/blob/master/TransformedAABBoxAVX.cpp, look for function TransformAndPreTestAABBox line 165.