Good day!
Finally, after few experiments with different visualization styles, I stay at 2D design for game environment.
I use big backgrounds, and that backgrounds scrolls at right and left with minimal parallax for imitation of stationary camera rotation.
But, as I understand, frustum culling works with whole objects, so, if only 20% of background in the field of view, engine will render all ImageTransform
anyway? So, I must slice background at smallest transforms, for example 1024x1024? For now I haven’t problems with 6000x800 textures, but scene grows, and I want to account future problems for old computers.
Also, I use 3D Viewport for the skybox. I need it for one game mechanic… So, how game skyboxes renders? Usually player see only small part of them. Engine draw only those figure triangles, what are behind the camera? Can I make skybox as monolith thing, or better divide them to smaller parts?
To be more brief:
Is frustum culling work with whole shapes, or it can be used for single triangles or texture fragments?
Thanks