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You can't do any form of speculative culling (like guessing when one of the vertices is) unless you want to put on the market a product that renders incorrect images.

There is no alternative to this. To cull a triangle *you need to know where its 3 vertices are*. You only know this after running the vertex shader/geometry shader/domain shader. Any of those shader stages can move a vertex to arbitrary locations without the GPU being able to predict where they will be. It's really that simple.
last time i checked on trigonometry you dont need all three angles to actually know the dimensions of a triangle
so yeah if its missing one of three sides while the other 2 are already rendered you know where it will be and the dimension of it
 
last time i checked on trigonometry you dont need all three angles to actually know the dimensions of a triangle
so yeah if its missing one of three sides while the other 2 are already rendered you know where it will be and the dimension of it

/facepalm

I suggest you start reading up on how this actually works. Guess what, you already have three vertices.

Draw a line, what is the third point?
 
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last time i checked on trigonometry you dont need all three angles to actually know the dimensions of a triangle

so yeah if its missing one of three sides while the other 2 are already rendered you know where it will be and the dimension of it


This has nothing to do with trigonometry. If you know 2 edges you also know the third one. It's a triangle 🙂

To know 2 edges you need to transform all of its 3 vertices. For the umpteenth time, to cull a triangle you need to first transform its 3 vertices.

The other only alternative you have to this is to know instead the shape of a convex hull containing the triangle (or a group of triangles) and check whether the convex hull can be culled.
 
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