   Frustum Culling with DirectX
  I was just curious how one goes about frustum culling with DirectX. The problem i see is that, if you build your vertexbuffers for static objects ahead of time(ie in the loading process) how would you be able to update which geometry shouldnt be displayed?   
  Normally you will have entity objects that will be made up of meshes, textures and other resources that help with the definition of an object in your game/scene. You will then test if the entity is within the volume of the viewing frustum. For more information on Frustum Culling check out these resources:Managed DirectX Frustum CullingNative DirectX Frustum CullingFrustum Culling theory at FlipcodeExtracting plane information from the view matrix.I hope this helps.Take care.   ;EDIT: Too slow!You don't need to change the geometry for any frustum culling [smile]If you have a large static buffer there is nothing to say that you must render all of it. It's both common and perfectly acceptable to render a small subset of that buffer.The trick is to try and sub-divide large chunks of geometry and store those "ranges" as a continuous block. Say you have a 10,000 triangles mesh that can be divided into 10 components you should arrange the buffer such that all triangles for each component lie next to each other: 0-999, 1000-1999, 2000-2999 etc...When you actually do your frustum culling, you can issue a draw call for each subset that passes it's check, and ignore those that don't.hthJack   