On 07.07.2008 19:42, infinity wrote:
You asked why I was using it, it's transparency and also anything that can't update like vertex shader animation, maybe efficency too.
For things like vertex animation it's better to set a bounding mesh which covers the maximum extent of the animated object. This is much better than no culling at all.
Efficiency - it depends on the object, but I suspect that in most cases drawing invisible objects is more expensive than the culling test and discarding of the object.
-f.r.
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