Thursday, March 14, 2013

Frustrum culling - so what?

Yesterday I added bounding box and sphere calculation to my model class. With that data it was simply enough to finally implement frustum culling. I also refactored inside of the model class, should be functioning faster now :)

Everything is working etc, but... application in debug mode is still at 10-20 FPS level, I've checked lights, normal maps, particles and other things and I still can't figure out what slows it down so bad. Unfortunately I need to spend more time on refactoring and optimization at the expense of gameplay.

Just in case - next step will be SSAO, I don't know if I'll manage but it's worth trying for this project ;)

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