First you can always open Google search and Wikipedia and find the answer there as both these terms are related to 3d CG generally. Also you first need to understand Frustum in order to understand F culling and f clipping. F Culling is when the objects falling outside the frustum volume are removed from rendering. F Clipping is dynamic subdivision of triangles usually close to the screen bounds in order to prevent a situation where big triangles are being culled and because they are still partially inside the frustum you get those ugly artifacts of missing faces close to screen edges. Deeper explanation ,as I have said ,see via Google ;)
On Sun, Feb 20, 2011 at 2:16 PM, rctdeclan <[email protected]> wrote: > I guess nobody knows then ;-) > > On Feb 17, 8:52 pm, rctdeclan <[email protected]> wrote: > > Hi guys, > > > > Just a quick question: I was looking through the lite branches, > > and I saw that the both RectangleClipping and FrustumCuller classes > > are used. How is this possible? > > I've downloaded the branch with svn and tried it, but still faces are > > clipped that shouldn't be clipped. > > > > Can somebody give me a clue what is happening and can somebody explain > > what the difference is between Frustum Culling and Frustum Clipping? > > > > Best regards, > > > > Declan > -- Michael Ivanov ,Programmer Neurotech Solutions Ltd. Flex|Air |3D|Unity| www.neurotechresearch.com http://blog.alladvanced.net Tel:054-4962254 [email protected] [email protected]
