optimized frustum test


i’m not quite sure it’s a good idea, but in my renderer tests against frustum take quite a long time (even though bsp is used)…

maybe it would be good to have optimized OpenGL frustum with at least
BoxInFrustum(bouding box, plane flags) test taking as input bounding box and flags of planes against which test should be performed…


[This message has been edited by MickeyMouse (edited 06-10-2002).]

OpenGL transforms each polygon and does frustum culling automatically.

You can apply the same technic to a group of polygons, or a bounding box which in principle should be faster than opengl.