Cull Faces of Geometry by Normal Direction


to further optimize my project, I was wondering, whether someone has any experience in the efficiency of “culling” single faces. I had the idea, so simply check the normal of the face against the vector between camera and face-position. If the angle between these vectors is within a certain range, the face is facing away from the camera, and could be removed / culled.

Since my scene is a city, consisting of more or less only square buildings, about half of all faces would be culled at all times, since they are not visible to the camera.

Any suggestions in how to proceed?

The graphics card is already not rendering triangles that face away.

ok, I guess that makes is obsolete :slight_smile: