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	<title>Comments on: Frustum Culling &#8211; on steroids!</title>
	<atom:link href="http://blog.bwhiting.co.uk/?feed=rss2&#038;p=355" rel="self" type="application/rss+xml" />
	<link>http://blog.bwhiting.co.uk/?p=355</link>
	<description>...usually a bad idea</description>
	<lastBuildDate>Mon, 25 Feb 2013 00:07:29 +0000</lastBuildDate>
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		<title>By: Stage3D developer tips &#171; 岩屋(乐在其中)</title>
		<link>http://blog.bwhiting.co.uk/?p=355&#038;cpage=1#comment-21786</link>
		<dc:creator>Stage3D developer tips &#171; 岩屋(乐在其中)</dc:creator>
		<pubDate>Thu, 01 Nov 2012 06:47:41 +0000</pubDate>
		<guid isPermaLink="false">http://blog.bwhiting.co.uk/?p=355#comment-21786</guid>
		<description>[...] Frustum Culling – on steroids! [...]</description>
		<content:encoded><![CDATA[<p>[...] Frustum Culling – on steroids! [...]</p>
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		<title>By: bwhiting</title>
		<link>http://blog.bwhiting.co.uk/?p=355&#038;cpage=1#comment-13316</link>
		<dc:creator>bwhiting</dc:creator>
		<pubDate>Mon, 18 Jun 2012 10:51:12 +0000</pubDate>
		<guid isPermaLink="false">http://blog.bwhiting.co.uk/?p=355#comment-13316</guid>
		<description>After I have worked out what objects are visible to the camera the next step is to simply, as you mentioned, just loop through them and render them with draw triangles.

You could get more advanced sort the visible objects into groups to minimise state changes such as changing the current program on the GPU or what buffers are being used etc... Or you could even go hardcore and try to perform occlusion culling as another step before rendering.

Generally though frustum culling  will be enough for most flash use cases. If, for instance, you started with say 2000 objects and 1500 got culled, rendering the 500 remaining objects shouldn&#039;t really be a problem for most machines.</description>
		<content:encoded><![CDATA[<p>After I have worked out what objects are visible to the camera the next step is to simply, as you mentioned, just loop through them and render them with draw triangles.</p>
<p>You could get more advanced sort the visible objects into groups to minimise state changes such as changing the current program on the GPU or what buffers are being used etc&#8230; Or you could even go hardcore and try to perform occlusion culling as another step before rendering.</p>
<p>Generally though frustum culling  will be enough for most flash use cases. If, for instance, you started with say 2000 objects and 1500 got culled, rendering the 500 remaining objects shouldn&#8217;t really be a problem for most machines.</p>
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		<title>By: Volgogradetzzz</title>
		<link>http://blog.bwhiting.co.uk/?p=355&#038;cpage=1#comment-13315</link>
		<dc:creator>Volgogradetzzz</dc:creator>
		<pubDate>Mon, 18 Jun 2012 10:40:51 +0000</pubDate>
		<guid isPermaLink="false">http://blog.bwhiting.co.uk/?p=355#comment-13315</guid>
		<description>Nice trick. Thanks for sharing. Small question - when you cull objects what is the next step you do before rendering? You create new geometry for batch without culled objects? Or you call drawTriangles on every object inside frustrum (yeah, it&#039;s slowly, but who knows...)? Or maybe something else?</description>
		<content:encoded><![CDATA[<p>Nice trick. Thanks for sharing. Small question &#8211; when you cull objects what is the next step you do before rendering? You create new geometry for batch without culled objects? Or you call drawTriangles on every object inside frustrum (yeah, it&#8217;s slowly, but who knows&#8230;)? Or maybe something else?</p>
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