Using Flash 11 RC1 with the new Molehill API, I would like to enable backface culling. The beta documentation is pretty vague, but the example implies Molehill wants front-facing triangles to wind cou
First of all, I want to apologize for such a long question. You don\'t have to read it. You may jump straight to the questions part and then look up for details if needed (I have tried to provide as m
In my 2D game, I have static and dynamic objects. There can be multiple cameras. My problem: Determine objects that intersect with the current camera\'s view rectangle.
This question is actually for Unity3D, but it can also be a more general question, so therefore I\'m going to make this question as general possible.
Objects that are really large like, lets say a game map will outright not show up in XNA if their origin point is not on the screen.
I am implementing frustum culling for dynamic objects into my engine and have been reading as mush as I can about \"loose octrees\". Unfortunately most sources are quite vague and really it\'s just lo
I am trying to implement frustum culling in my OpenGL 2d game. The only kind of geometric objects in 开发者_运维知识库my game at this point are rectangles, so I thought this would be pretty easy, but
I\'m starting experimenting with WPF 3D rendering, and one of the first problems I\'m facing, is how to disable face culling.
I recently wrote a custom Debugger Visualizer for Visual Studio 2008 for one of the custom types in my application.The UI for the visualizer is written in WPF and is hosted in an element host and show
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