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Engine & runtime

Bounding volumes & culling

Why your model disappears at the edge of the screen.

DeepglTF

What this is

Sphere, AABB and OBB bounds tested against a live frustum, with the culled fraction and the wasted draws counted every frame.

Renderers cull against a bounding volume, never against geometry — testing a million triangles against six planes would cost more than drawing them. So the volume you pick is your culling accuracy. The demo also reproduces the most common WebGL bug there is: animate vertices without recomputing the bounding sphere and objects vanish while still clearly on screen.

Things worth trying

  • Orbit outside the yellow frustum and watch the cull happen from the outside
  • Switch sphere → AABB → OBB and watch the wasted-draw percentage fall
  • Turn on 'simulate stale bounds' and watch objects pop out of existence
  • Note that culling never reduces draw calls — only instancing does

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