Reapply GPU-driven HLOD evaluation, using the new HLOD view origin.#24343
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alice-i-cecile merged 2 commits intoMay 19, 2026
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…oCpuCulling` is specified. (bevyengine#23115) (bevyengine#24252) This reverts commit dc3a6cb.
This makes GPU-driven visibility range evaluation use the same semantics, introduced in bevyengine#24289, as CPU-driven visibility range evaluation. To test, run the `visibility_range` example with `--no-cpu-culling`, and use the WASD keys to move behind the flight helmet and zoom out, while closely watching the shadow. Note that the shadow now properly reflects the LOD of the model.
Zeophlite
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May 18, 2026
kfc35
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May 18, 2026
mockersf
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May 21, 2026
…evyengine#24343) This PR undoes the revert of bevyengine#23115 that was done in bevyengine#24252. As part of doing so, it makes GPU-driven visibility range evaluation use the same semantics, introduced in bevyengine#24289, as CPU-driven visibility range evaluation. The first commit in this PR is the un-revert, and the second commit is the change to use the new machinery bevyengine#24289. This means that you can simply review the second commit (which is very short). To test, run the `visibility_range` example with `--no-cpu-culling`, and use the WASD keys to move behind the flight helmet and zoom out, while closely watching the shadow. Note that the shadow now properly reflects the LOD of the model.
mockersf
pushed a commit
that referenced
this pull request
May 21, 2026
…24343) This PR undoes the revert of #23115 that was done in #24252. As part of doing so, it makes GPU-driven visibility range evaluation use the same semantics, introduced in #24289, as CPU-driven visibility range evaluation. The first commit in this PR is the un-revert, and the second commit is the change to use the new machinery #24289. This means that you can simply review the second commit (which is very short). To test, run the `visibility_range` example with `--no-cpu-culling`, and use the WASD keys to move behind the flight helmet and zoom out, while closely watching the shadow. Note that the shadow now properly reflects the LOD of the model.
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This PR undoes the revert of #23115 that was done in #24252. As part of doing so, it makes GPU-driven visibility range evaluation use the same semantics, introduced in #24289, as CPU-driven visibility range evaluation.
The first commit in this PR is the un-revert, and the second commit is the change to use the new machinery #24289. This means that you can simply review the second commit (which is very short).
To test, run the
visibility_rangeexample with--no-cpu-culling, and use the WASD keys to move behind the flight helmet and zoom out, while closely watching the shadow. Note that the shadow now properly reflects the LOD of the model.