Backface culling

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tinus
Posts: 10
Joined: Tue Oct 29, 2002 4:50 pm

Backface culling

Postby tinus » Wed Oct 30, 2002 11:44 pm

Hi again,

I've done some more coding and managed in doing back-face culling. For those who do not knwo what that is: this makes blender not display the faces/lines on the backside in wireframe mode.

see:
http://tinus.ath.cx/temp/noculling.png
http://tinus.ath.cx/temp/culling.png

for examples.

--
tinus

Eric
Posts: 192
Joined: Wed Oct 16, 2002 1:01 pm
Location: Sweden, Norrköping

Re: Backface culling

Postby Eric » Wed Oct 30, 2002 11:58 pm

tinus wrote:Hi again,

I've done some more coding and managed in doing back-face culling. For those who do not knwo what that is: this makes blender not display the faces/lines on the backside in wireframe mode.

see:
http://tinus.ath.cx/temp/noculling.png
http://tinus.ath.cx/temp/culling.png

for examples.

--
tinus

Cool, so this means in theory that, if it would be implemented correctly, that rendering time could be increased with 50% generally?....More than a neatly modelling feature that is :)

Dani
Posts: 251
Joined: Fri Oct 18, 2002 8:35 pm

Postby Dani » Thu Oct 31, 2002 5:11 pm

Hello!

That is a great improvement!
Blender is definitly going the right way!

Dani

kaktuswasser
Posts: 50
Joined: Wed Oct 16, 2002 4:19 am

Postby kaktuswasser » Thu Oct 31, 2002 6:50 pm

great work tinus!!! That help A LOT at modelling!!

cya henrik

dreamerv3
Posts: 119
Joined: Wed Oct 16, 2002 10:30 am

Postby dreamerv3 » Thu Oct 31, 2002 11:08 pm

That's wonderful, but on the screenshots what are the unattached vertices?

Are they not culled because this currently only culls faces?

Just bit wierd to see these floating vetices but a LOT better than having the edges connecting them making editing confusing.

Thanks a lot!

Logan
Posts: 3
Joined: Wed Oct 16, 2002 1:39 am

Re: Backface culling

Postby Logan » Fri Nov 01, 2002 4:08 am

Eric wrote:Cool, so this means in theory that, if it would be implemented correctly, that rendering time could be increased with 50% generally?....More than a neatly modelling feature that is :)


It would be less than 50% speed up, because even though a light is out of view it will still need to be there to light stuff.

Also particles may need to be rendered even though they are out of sight.

But yes, there would of be a speed increase, especially on scenes that use nurbs (less circular calculations)

Eric
Posts: 192
Joined: Wed Oct 16, 2002 1:01 pm
Location: Sweden, Norrköping

Re: Backface culling

Postby Eric » Fri Nov 01, 2002 1:15 pm

Logan wrote:
Eric wrote:Cool, so this means in theory that, if it would be implemented correctly, that rendering time could be increased with 50% generally?....More than a neatly modelling feature that is :)


It would be less than 50% speed up, because even though a light is out of view it will still need to be there to light stuff.

Also particles may need to be rendered even though they are out of sight.

But yes, there would of be a speed increase, especially on scenes that use nurbs (less circular calculations)

Yeah I know, it's like selective raytracing when you need to have a mirror to reflect a room.

dreamerv3
Posts: 119
Joined: Wed Oct 16, 2002 10:30 am

Postby dreamerv3 » Sun Nov 03, 2002 11:48 am

What about those floating vertices?

Any word yet?

sten
Posts: 329
Joined: Sun Oct 13, 2002 7:47 pm

Postby sten » Mon Nov 04, 2002 9:38 am

great tinus !

but it looks as the vertices is still visible in the background.... ?

:?:


next shot, make it an perspective ;)

otherwise, cool that you show off some examples for us...


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