D3D9X lag when objects outside view frustum

hi all,
it happens to me that directx displays multiple meshes (1000+) just fine while im watchin them, but when i rotate the camera and the meshes get outside the view frustum fps just crash (from ~60 -> ~5). GPU & CPU usage stays constant (way below 100%).

dont know what code to post, cos the program is very long and works perfectly when mesh number is low...


+ have a second very similar problem:
i want to generate shadows like on this page
http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/an-example-of-shadow-rendering-in-direct3d-9-r2019
this method generates a "ghost" over the mesh. i tried to push it outside the view frustum, so it wouldnt get rendered. ->fps crash, CPU&GPU usage still low...


it all seems pretty strange to me. did someone encounter a similar prblem? solutions?

*edit*
fustum culling is a solution for the mesh problem, but not 4 the shadow problem. (just to be said)
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