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26.2 API and Integration
Dasik edited this page Aug 20, 2026
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1 revision
Camera Culling is designed to operate seamlessly alongside client rendering mods (such as Sodium, Iris, Canvas) and content mods adding custom entities or block entities.
- Static Terrain Chunks: Sodium optimizes chunk meshing and block face geometry.
- Dynamic Entities: Camera Culling optimizes dynamic entities, chests, signs, and particles.
- Compatibility: 100% Compatible with zero overlapping Mixins or state collisions.
- Shader Uniforms: Shaders perform post-processing on the extracted frame buffer.
- Occlusion Savings: Because culled entities are prevented from submitting geometry to the G-Buffer, shaders run with significantly higher framerates in dense areas.
import net.vanillaoutsider.culling.CameraCullingClient;
boolean isEnabled = CameraCullingClient.isCullingEnabled();
long culledMobs = CameraCullingClient.getCulledEntitiesCount();
long renderedMobs = CameraCullingClient.getRenderedEntitiesCount();import net.vanillaoutsider.culling.config.CameraCullingConfig;
// Whitelist a custom entity ID from culling
CameraCullingConfig.addClientBlacklist("mymod:custom_companion");import net.vanillaoutsider.culling.util.CullingRaycastHelper;
// Perform a zero-allocation sightline test
boolean visible = CullingRaycastHelper.hasLineOfSight(level, camPos, targetX, targetY, targetZ);
Camera Culling Documentation • Part of the Vanilla Outsider Collection
Author: Dasik (Rifaditya) • Licensed under GNU General Public License v3.0 (GPLv3)
📌 Repository Source Disclaimer: The documentation in this Wiki reflects the current source code state in the repository, which may include recent unreleased commits ahead of public release builds on CurseForge/Modrinth.
- MC 26.3 Overview
- Entity Occlusion Culling
- Block Entity Culling
- Sign & Hanging Sign Culling
- Particle & Animation Culling
- Mob Crowd Overdraw Defense
- Distance Texture LOD
- Boss & Blacklist Immunity
- Temporal Hysteresis & Math
- Commands & Configuration
- GUI Configuration (YACL)
- Debug Tracing & Diagnostics
- Architecture & Mixins
- Developer Setup & Building
- API & Mod Integration
- MC 26.2 Overview
- Entity Occlusion Culling
- Block Entity Culling
- Sign & Hanging Sign Culling
- Particle & Animation Culling
- Mob Crowd Overdraw Defense
- Distance Texture LOD
- Boss & Blacklist Immunity
- Temporal Hysteresis & Math
- Commands & Configuration
- GUI Configuration (YACL)
- Debug Tracing & Diagnostics
- Architecture & Mixins
- Developer Setup & Building
- API & Mod Integration
- MC 26.1.2 Overview
- Entity Occlusion Culling
- Block Entity Culling
- Sign & Hanging Sign Culling
- Particle & Animation Culling
- Mob Crowd Overdraw Defense
- Distance Texture LOD
- Boss & Blacklist Immunity
- Temporal Hysteresis & Math
- Commands & Configuration
- GUI Configuration (YACL)
- Debug Tracing & Diagnostics
- Architecture & Mixins
- Developer Setup & Building
- API & Mod Integration